openrndr
Module Contents
alltypes
Module Contents
class ADither : Filter
class Add : Filter
data class AddDivExpression : Expression
data class AddDivOp : Node
open class Animatable
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Animatable(target: Any)
Animatable()
Animatable(createAtTime: Long)
fun add(variable: String, target: Double, duration: Long): Unit
fun add(variable: String, target: Double, duration: Long, easing: Easing): Unit
fun add(variable: String, target: Double, duration: Long, easer: Easer): Unit
fun animate(variable: String, target: Double, duration: Long): Unit
fun animate(variable: String, target: Double, duration: Long, easing: Easing): Unit
fun animate(variable: String, target: Double, duration: Long, easer: Easer): Unit
fun animate(variable: KMutableProperty0<*>, target: Double, duration: Long, easing: Easing = Easing.None): Unit
fun animationCount(): Int
fun array(variable: String, index: Int): String
fun cancel(): Unit
fun cancel(fields: Array<String>): Unit
fun cancelQueued(): Unit
fun clock(clock: Clock): Unit
fun clock(): Clock
fun complete(variable: String): Unit
fun complete(callback: (Animatable) -> Unit): Unit
fun complete(animatable: Animatable): Unit
fun complete(animatable: Animatable = this, callback: (Animatable) -> Unit = null): Unit
fun delay(duration: Long): Unit
fun duration(): Long
fun ease(easing: Easing): Unit
fun ease(easer: Easer): Unit
fun end(): Unit
fun hasAnimations(): Boolean
fun hasAnimations(vararg variables: String): Boolean
fun popTime(): Unit
fun pushTime(): Unit
@JvmOverloads fun updateAnimation(time: Long = clock.time): Unit
fun velocity(variable: String): Double
fun waitUntil(time: Long): Unit
abstract class Application
class ApplicationBuilder
class ApplicationEGLGL3 : Application
class ApplicationGLFWGL3 : Application
class ApproximateGaussianBlur : Filter
data class ArithmeticAssignmentExpression : Node
data class ArithmeticAssignmentOp : Node
data class ArithmeticAssignmentStatement : AssignmentStatement
data class ArraySpecifier : Node
data class ArrayStructSelection : PrimaryExpression
data class AssignmentExpression : Node
data class AssignmentOp : Node
interface AssignmentStatement : BasicStatement
class BackIn : Easer
interface BasicStatement : SimpleStatement
data class BasicStatementWithSemicolon : SimpleStatement
interface BasicType : TypeSpecifierNonArray
enum class BlendMode
data class BooleanConstant : ConstantExpression
class BoxBlur : Filter
data class BreakStatement : JumpStatement
sealed class BufferMultisample
interface BufferTexture
class BufferTextureGL3 : BufferTexture
interface BufferTextureShadow
class BufferTextureShadowGL3 : BufferTextureShadow
interface BufferWriter
class BufferWriterGL3 : BufferWriter
class CatmulRom1
class CatmullRom2
class CatmullRom3
class CatmullRomChain1
class CatmullRomChain2
class CatmullRomChain3
class CenterOrderer : Orderer
class CenteredBinarySplitter : Splitter
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CenteredBinarySplitter(enclosement: IntRectangle, invert: Boolean = true, constraints: (node: PackNode, rectangle: IntRectangle) -> Boolean = { _, _ -> true }, xcon: (node: PackNode, rectangle: IntRectangle) -> Boolean = { _, _ -> true}, ycon: (node: PackNode, rectangle: IntRectangle) -> Boolean = { _, _ -> true})
val constraints: (node: PackNode, rectangle: IntRectangle) -> Boolean
val enclosement: IntRectangle
val invert: Boolean
fun split(node: PackNode, rectangle: IntRectangle): List<PackNode>
val xcon: (node: PackNode, rectangle: IntRectangle) -> Boolean
val ycon: (node: PackNode, rectangle: IntRectangle) -> Boolean
class ChannelMask
data class CharacterPair
class CharacterRectangle
class Circle
class CircleDrawer
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CircleDrawer()
fun drawCircle(drawContext: DrawContext, drawStyle: DrawStyle, x: Double, y: Double, radius: Double): Unit
fun drawCircles(drawContext: DrawContext, drawStyle: DrawStyle, positions: List<Vector2>, radii: List<Double>): Unit
fun drawCircles(drawContext: DrawContext, drawStyle: DrawStyle, positions: List<Vector2>, radius: Double): Unit
fun drawCircles(drawContext: DrawContext, drawStyle: DrawStyle, circles: List<Circle>): Unit
val vertices: VertexBuffer
interface Clipper
interface Clock
class Color : CompositionColor
data class ColorATVa
interface ColorBuffer
class ColorBufferDataGL3
class ColorBufferGL3 : ColorBuffer
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ColorBufferGL3(target: Int, texture: Int, width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample)
fun bind(unit: Int): Unit
fun bound(f: ColorBufferGL3.() -> Unit): Unit
val contentScale: Double
fun create(width: Int, height: Int, contentScale: Double = 1.0, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.FLOAT32, multisample: BufferMultisample): ColorBufferGL3
fun destroy(): Unit
fun destroyShadow(): Unit
var filterMag: MagnifyingFilter
var filterMin: MinifyingFilter
var flipV: Boolean
val format: ColorFormat
fun fromFile(filename: String): ColorBuffer
fun fromUrl(url: String): ColorBuffer
fun generateMipmaps(): Unit
val height: Int
val multisample: BufferMultisample
fun read(buffer: ByteBuffer): Unit
var realShadow: ColorBufferShadow?
fun resolveTo(target: ColorBuffer): Unit
fun saveToFile(file: File, fileFormat: FileFormat): Unit
val shadow: ColorBufferShadow
val target: Int
val texture: Int
suspend fun tilesFromFile(filename: String, tileWidth: Int, tileHeight: Int): List<List<ColorBufferTile>>
val type: ColorType
val width: Int
var wrapU: WrapMode
var wrapV: WrapMode
fun write(buffer: ByteBuffer): Unit
class ColorBufferLoader
data class ColorBufferProxy
interface ColorBufferShadow
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abstract val buffer: ByteBuffer
abstract val colorBuffer: ColorBuffer
abstract fun destroy(): Unit
abstract fun download(): Unit
open fun <T> flatMapIndexed(xrange: IntProgression = 0 until this.colorBuffer.effectiveWidth, yrange: IntProgression = 0 until this.colorBuffer.effectiveHeight, mapper: (x: Int, y: Int, r: Double, g: Double, b: Double, a: Double) -> T): List<T>
open operator fun get(x: Int, y: Int): ColorRGBa
abstract fun mapBoolean(mapper: (r: Double, g: Double, b: Double, a: Double) -> Boolean): Array<BooleanArray>
abstract fun mapDouble(mapper: (r: Double, g: Double, b: Double, a: Double) -> Double): Array<DoubleArray>
abstract fun mapFloat(mapper: (r: Double, g: Double, b: Double, a: Double) -> Float): Array<FloatArray>
abstract fun <T> mapIndexed(xrange: IntProgression = 0 until this.colorBuffer.effectiveWidth, yrange: IntProgression = 0 until this.colorBuffer.effectiveHeight, mapper: (x: Int, y: Int, r: Double, g: Double, b: Double, a: Double) -> T): Array<List<T>>
abstract fun mapInt(mapper: (r: Double, g: Double, b: Double, a: Double) -> Int): Array<IntArray>
abstract fun read(x: Int, y: Int): ColorRGBa
open operator fun set(x: Int, y: Int, c: ColorRGBa): Unit
abstract fun upload(): Unit
abstract fun write(x: Int, y: Int, r: Double, g: Double, b: Double, a: Double): Unit
open fun write(x: Int, y: Int, color: ColorRGBa): Unit
open fun write(x: Int, y: Int, r: Float, g: Float, b: Float, a: Float): Unit
abstract fun writer(): BufferWriter
class ColorBufferShadowGL3 : ColorBufferShadow
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ColorBufferShadowGL3(colorBuffer: ColorBufferGL3)
val buffer: ByteBuffer
val colorBuffer: ColorBufferGL3
fun destroy(): Unit
fun download(): Unit
val elementSize: Int
inline fun mapBoolean(crossinline mapper: (r: Double, g: Double, b: Double, a: Double) -> Boolean): Array<BooleanArray>
inline fun mapDouble(crossinline mapper: (r: Double, g: Double, b: Double, a: Double) -> Double): Array<DoubleArray>
inline fun mapFloat(crossinline mapper: (r: Double, g: Double, b: Double, a: Double) -> Float): Array<FloatArray>
fun <T> mapIndexed(xrange: IntProgression, yrange: IntProgression, mapper: (x: Int, y: Int, r: Double, g: Double, b: Double, a: Double) -> T): Array<List<T>>
inline fun mapInt(crossinline mapper: (r: Double, g: Double, b: Double, a: Double) -> Int): Array<IntArray>
fun read(x: Int, y: Int): ColorRGBa
val size: Int
fun upload(): Unit
fun write(x: Int, y: Int, r: Double, g: Double, b: Double, a: Double): Unit
fun writer(): BufferWriter
class ColorBufferTile
class ColorBurn : Filter
class ColorDodge : Filter
enum class ColorFormat
data class ColorHSLa
data class ColorHSVa
class ColorLABa
data class ColorLCHABa
data class ColorLCHUVa
data class ColorLSHABa
data class ColorLSHUVa
data class ColorLUVa
class ColorLookup : Filter
class ColorMix : Filter
data class ColorRGBa
enum class ColorType
data class ColorXSLa
data class ColorXSVa
data class ColorXYZa
data class ColorYxya
data class CompareOp : Node
data class CompareOpExpression : Expression
class Composition
sealed class CompositionColor
class CompositionDrawer
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CompositionDrawer()
fun circle(position: Vector2, radius: Double): Unit
fun circle(circle: Circle): Unit
fun circles(circles: List<Circle>): Unit
fun circles(positions: List<Vector2>, radius: Double): Unit
fun circles(positions: List<Vector2>, radii: List<Double>): Unit
val composition: Composition
fun contour(contour: ShapeContour): Unit
fun contours(contours: List<ShapeContour>): Unit
var fill: ColorRGBa?
fun lineLoop(points: List<Vector2>): Unit
fun lineSegment(start: Vector2, end: Vector2): Unit
fun lineSegment(lineSegment: LineSegment): Unit
fun lineSegments(lineSegments: List<LineSegment>): Unit
fun lineStrip(points: List<Vector2>): Unit
var model: Matrix44
fun popModel(): Unit
fun pushModel(): Unit
fun rectangle(rectangle: Rectangle): Unit
fun rectangle(x: Double, y: Double, width: Double, height: Double): Unit
fun rectangles(rectangles: List<Rectangle>): Unit
fun rectangles(positions: List<Vector2>, width: Double, height: Double): Unit
fun rectangles(positions: List<Vector2>, dimensions: List<Vector2>): Unit
val root: GroupNode
fun rotate(rotationInDegrees: Double): Unit
fun scale(s: Double): Unit
fun scale(x: Double, y: Double): Unit
fun shape(shape: Shape): Unit
fun shapes(shapes: List<Shape>): Unit
var stroke: ColorRGBa?
var strokeWeight: Double
fun text(text: String, position: Vector2): Unit
fun textOnContour(text: String, path: ShapeContour): Unit
fun texts(text: List<String>, positions: List<Vector2>): Unit
fun translate(x: Double, y: Double): Unit
fun translate(t: Vector2): Unit
sealed class CompositionNode
sealed class CompositionStrokeWeight
class Compound
class CompoundBuilder
data class CompoundStatement : Statement
class Configuration
interface ConstantExpression : PrimaryExpression
data class ContinueStatement : JumpStatement
class ContourBuilder
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ContourBuilder()
var anchor: Vector2
fun arcTo(crx: Double, cry: Double, angle: Double, largeArcFlag: Boolean, sweepFlag: Boolean, tx: Double, ty: Double): Unit
fun close(): Unit
fun continueTo(end: Vector2, tangentScale: Double = 1.0): Unit
fun continueTo(control: Vector2, end: Vector2, tangentScale: Double = 1.0): Unit
var cursor: Vector2
fun curveTo(control: Vector2, position: Vector2): Unit
fun curveTo(control0: Vector2, control1: Vector2, position: Vector2): Unit
fun lineTo(position: Vector2): Unit
fun moveOrLineTo(position: Vector2): Unit
fun moveTo(position: Vector2): Unit
fun reverse(): Unit
val segments: MutableList<Segment>
class ContourProjection
data class ConversionEntry
interface Cubemap
class CubemapGL3 : Cubemap
enum class CubemapSide
class CubicIn : Easer
class CubicInOut : Easer
class CubicOut : Easer
enum class CullTestPass
class Cursor
class DDSData
class DDSPixelFormat
class Darken : Filter
class Debug2D : Extension
class Debug3D : Extension
interface DeclarationStatement : BasicStatement
class DefaultClipper : Clipper
class DefaultClock : Clock
class DefaultOrderer : Orderer
class DefaultSplitter : Splitter
class Delinearize : Filter
interface DepthBuffer
class DepthBufferGL3 : DepthBuffer
enum class DepthFormat
enum class DepthTestPass
data class DoStatement : IterationStatement
data class DrawContext
enum class DrawPrimitive
enum class DrawQuality
data class DrawStyle
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DrawStyle(clip: Rectangle? = null, fill: ColorRGBa? = ColorRGBa.WHITE, stroke: ColorRGBa? = ColorRGBa.BLACK, lineCap: LineCap = LineCap.BUTT, lineJoin: LineJoin = LineJoin.BEVEL, strokeWeight: Double = 1.0, smooth: Boolean = true, quality: DrawQuality = DrawQuality.QUALITY, depthTestPass: DepthTestPass = DepthTestPass.ALWAYS, depthWrite: Boolean = false, blendMode: BlendMode = BlendMode.OVER, cullTestPass: CullTestPass = CullTestPass.ALWAYS, channelWriteMask: ChannelMask = ChannelMask(true, true, true, true), alphaToCoverage: Boolean = false, shadeStyle: ShadeStyle? = null, fontMap: FontMap? = null, kerning: KernMode = KernMode.METRIC, stencil: StencilStyle = StencilStyle(), frontStencil: StencilStyle = stencil, backStencil: StencilStyle = stencil, colorMatrix: Matrix55 = Matrix55.IDENTITY)
var alphaToCoverage: Boolean
fun applyToShader(shader: Shader): Unit
var backStencil: StencilStyle
var blendMode: BlendMode
var channelWriteMask: ChannelMask
var clip: Rectangle?
var colorMatrix: Matrix55
var cullTestPass: CullTestPass
var depthTestPass: DepthTestPass
var depthWrite: Boolean
var fill: ColorRGBa?
var fontMap: FontMap?
var frontStencil: StencilStyle
var kerning: KernMode
var lineCap: LineCap
var lineJoin: LineJoin
var quality: DrawQuality
var shadeStyle: ShadeStyle?
var smooth: Boolean
var stencil: StencilStyle
var stroke: ColorRGBa?
var strokeWeight: Double
interface DrawThread
class DrawThreadGL3 : DrawThread
class Drawer
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Drawer(driver: Driver)
fun background(r: Double, g: Double, b: Double, a: Double): Unit
fun background(color: ColorRGBa): Unit
val bounds: Rectangle
fun circle(x: Double, y: Double, radius: Double): Unit
fun circle(position: Vector2, radius: Double): Unit
fun circle(circle: Circle): Unit
fun circles(positions: List<Vector2>, radius: Double): Unit
fun circles(positions: List<Vector2>, radii: List<Double>): Unit
fun circles(circles: List<Circle>): Unit
fun composition(composition: Composition): Unit
val context: DrawContext
fun contour(contour: ShapeContour): Unit
fun contours(contours: List<ShapeContour>): Unit
var cullTestPass: CullTestPass
var depthTestPass: DepthTestPass
var depthWrite: Boolean
var drawStyle: DrawStyle
val driver: Driver
var fill: ColorRGBa?
var fontMap: FontMap?
var height: Int
fun image(colorBuffer: ColorBuffer, source: Rectangle, target: Rectangle): Unit
fun image(colorBuffer: ColorBuffer, x: Double, y: Double, width: Double = colorBuffer.width.toDouble(), height: Double = colorBuffer.height.toDouble()): Unit
fun image(colorBuffer: ColorBuffer, position: Vector2, width: Double = colorBuffer.width.toDouble(), height: Double = colorBuffer.height.toDouble()): Unit
fun image(colorBuffer: ColorBuffer): Unit
fun image(colorBuffer: ColorBuffer, rectangles: List<Pair<Rectangle, Rectangle>>): Unit
var lineCap: LineCap
var lineJoin: LineJoin
fun lineLoop(points: List<Vector2>): Unit
@JvmName("lineLoop3d") fun lineLoop(points: List<Vector3>): Unit
fun lineLoops(loops: List<List<Vector2>>): Unit
@JvmName("lineLoops3d") fun lineLoops(loops: List<List<Vector3>>): Unit
fun lineLoops(loops: List<List<Vector2>>, weights: List<Double>): Unit
@JvmName("lineLoops3d)") fun lineLoops(loops: List<List<Vector3>>, weights: List<Double>): Unit
fun lineSegment(x0: Double, y0: Double, x1: Double, y1: Double): Unit
fun lineSegment(lineSegment: LineSegment): Unit
fun lineSegment(start: Vector2, end: Vector2): Unit
fun lineSegment(start: Vector3, end: Vector3): Unit
fun lineSegments(segments: List<Vector2>): Unit
fun lineSegments(segments: List<Vector2>, weights: List<Double>): Unit
@JvmName("lineSegments3d") fun lineSegments(segments: List<Vector3>): Unit
@JvmName("lineSegments3d") fun lineSegments(segments: List<Vector3>, weights: List<Double>): Unit
@JvmName("lineSegments3d") fun lineSegments(segments: List<Vector3>, weights: List<Double>, colors: List<ColorRGBa>): Unit
fun lineStrip(points: List<Vector2>): Unit
@JvmName("lineStrip3d") fun lineStrip(points: List<Vector3>): Unit
fun lineStrips(strips: List<List<Vector2>>): Unit
@JvmName("lineStrips3d") fun lineStrips(strips: List<List<Vector3>>): Unit
fun lineStrips(strips: List<List<Vector2>>, weights: List<Double>): Unit
@JvmName("lineStrips3d") fun lineStrips(strips: List<List<Vector3>>, weights: List<Double>): Unit
@JvmName("lineStrips3d") fun lineStrips(strips: List<List<Vector3>>, weights: List<Double>, colors: List<ColorRGBa>): Unit
fun lookAt(from: Vector3, to: Vector3, up: Vector3 = Vector3.UNIT_Y): Unit
var model: Matrix44
fun ortho(renderTarget: RenderTarget): Unit
fun ortho(): Unit
fun ortho(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
fun perspective(fovY: Double, aspectRatio: Double, zNear: Double, zFar: Double): Unit
fun popModel(): Unit
fun popProjection(): Unit
fun popStyle(): Unit
fun popTransforms(): Unit
fun popView(): Unit
var projection: Matrix44
fun pushModel(): Matrix44
fun pushProjection(): Matrix44
fun pushStyle(): DrawStyle
fun pushTransforms(): Unit
fun pushView(): Matrix44
fun rectangle(rectangle: Rectangle): Unit
fun rectangle(x: Double, y: Double, width: Double, height: Double): Unit
fun rectangle(corner: Vector2, width: Double, height: Double): Unit
fun rectangles(positions: List<Vector2>, width: Double, height: Double): Unit
fun rectangles(positions: List<Vector2>, dimensions: List<Vector2>): Unit
fun rectangles(rectangles: List<Rectangle>): Unit
fun reset(): Unit
fun rotate(rotationInDegrees: Double): Unit
fun rotate(axis: Vector3, rotationInDegrees: Double): Unit
fun scale(s: Double): Unit
fun scale(x: Double, y: Double): Unit
fun scale(x: Double, y: Double, z: Double): Unit
var shadeStyle: ShadeStyle?
fun shape(shape: Shape): Unit
fun shapes(shapes: List<Shape>): Unit
fun size(width: Int, height: Int): Unit
var stroke: ColorRGBa?
var strokeWeight: Double
fun text(text: String, position: Vector2): Unit
fun text(text: String, x: Double = 0.0, y: Double = 0.0): Unit
fun texts(texts: List<String>, positions: List<Vector2>): Unit
fun translate(t: Vector2): Unit
fun translate(t: Vector3): Unit
fun translate(x: Double, y: Double): Unit
fun translate(x: Double, y: Double, z: Double): Unit
fun vertexBuffer(vertexBuffer: VertexBuffer, primitive: DrawPrimitive, vertexOffset: Int = 0, vertexCount: Int = vertexBuffer.vertexCount): Unit
fun vertexBuffer(vertexBuffers: List<VertexBuffer>, primitive: DrawPrimitive, offset: Int = 0, vertexCount: Int = vertexBuffers[0].vertexCount): Unit
fun vertexBuffer(indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, primitive: DrawPrimitive, offset: Int = 0, indexCount: Int = indexBuffer.indexCount): Unit
fun vertexBufferInstances(vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, primitive: DrawPrimitive, instanceCount: Int, offset: Int = 0, vertexCount: Int = vertexBuffers[0].vertexCount): Unit
fun vertexBufferInstances(indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, primitive: DrawPrimitive, instanceCount: Int, offset: Int = 0, indexCount: Int = indexBuffer.indexCount): Unit
var view: Matrix44
var width: Int
fun withTarget(target: RenderTarget, action: Drawer.() -> Unit): Unit
interface Driver
Module Contents
abstract val activeRenderTarget: RenderTarget
abstract fun clear(r: Double, g: Double, b: Double, a: Double): Unit
open fun clear(color: ColorRGBa): Unit
abstract val contextID: Long
abstract fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType): BufferTexture
abstract fun createColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample = BufferMultisample.Disabled): ColorBuffer
abstract fun createColorBufferFromFile(filename: String): ColorBuffer
abstract fun createColorBufferFromUrl(url: String): ColorBuffer
abstract suspend fun createColorBufferTilesFromFile(filename: String, width: Int, height: Int): List<List<ColorBufferTile>>
abstract fun createCubemap(width: Int, format: ColorFormat, type: ColorType): Cubemap
abstract fun createCubemapFromUrls(urls: List<String>): Cubemap
abstract fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample = BufferMultisample.Disabled): DepthBuffer
abstract fun createDrawThread(): DrawThread
abstract fun createDynamicIndexBuffer(elementCount: Int, type: IndexType): IndexBuffer
abstract fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int): VertexBuffer
abstract fun createRenderTarget(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled): RenderTarget
abstract fun createResourceThread(f: () -> Unit): ResourceThread
abstract fun createShadeStyleManager(vertexShaderGenerator: (ShadeStructure) -> String, fragmentShaderGenerator: (ShadeStructure) -> String): ShadeStyleManager
abstract fun createShader(vsCode: String, fsCode: String): Shader
abstract fun createStaticVertexBuffer(format: VertexFormat, buffer: Buffer): VertexBuffer
abstract fun drawIndexedInstances(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, instanceCount: Int): Unit
abstract fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int): Unit
abstract fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceCount: Int): Unit
abstract fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int): Unit
lateinit var driver: Driver
abstract fun finish(): Unit
abstract val fontImageMapManager: FontMapManager
abstract val fontVectorMapManager: FontMapManager
val instance: Driver
abstract fun internalShaderResource(resourceId: String): String
abstract fun setState(drawStyle: DrawStyle): Unit
abstract val shaderGenerators: ShaderGenerators
class DriverGL3 : Driver
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DriverGL3()
val activeRenderTarget: RenderTarget
fun clear(r: Double, g: Double, b: Double, a: Double): Unit
val contextID: Long
fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType): BufferTexture
fun createColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample): ColorBuffer
fun createColorBufferFromFile(filename: String): ColorBuffer
fun createColorBufferFromUrl(url: String): ColorBuffer
suspend fun createColorBufferTilesFromFile(filename: String, width: Int, height: Int): List<List<ColorBufferTile>>
fun createCubemap(width: Int, format: ColorFormat, type: ColorType): Cubemap
fun createCubemapFromUrls(urls: List<String>): Cubemap
fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample): DepthBuffer
fun createDrawThread(): DrawThread
fun createDynamicIndexBuffer(elementCount: Int, type: IndexType): IndexBuffer
fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int): VertexBuffer
fun createRenderTarget(width: Int, height: Int, contentScale: Double, multisample: BufferMultisample): RenderTarget
fun createResourceThread(f: () -> Unit): ResourceThread
fun createShadeStyleManager(vertexShaderGenerator: (ShadeStructure) -> String, fragmentShaderGenerator: (ShadeStructure) -> String): ShadeStyleManager
fun createShader(vsCode: String, fsCode: String): Shader
fun createStaticVertexBuffer(format: VertexFormat, buffer: Buffer): VertexBuffer
fun drawIndexedInstances(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, instanceCount: Int): Unit
fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int): Unit
fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceCount: Int): Unit
fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int): Unit
fun finish(): Unit
val fontImageMapManager: FontMapManager
val fontVectorMapManager: FontMapManager
fun internalShaderResource(resourceId: String): String
fun setState(drawStyle: DrawStyle): Unit
val shaderGenerators: ShaderGenerators
class DropEvent
interface Easer
enum class Easing
data class EqualOp : Node
data class EqualOpExpression : Expression
class Event<T>
class ExpoIn : Easer
interface Expression : LeftValue
data class ExpressionStatement : BasicStatement
interface Extension
enum class ExtensionStage
class FFMPEGVideoPlayer
class FXAA : Filter
enum class FileFormat
open class Filter
class FlipVertically : Filter
data class FloatConstant : ConstantExpression
class FontImageMap : FontMap
Module Contents
FontImageMap(texture: ColorBuffer, map: Map<Char, IntRectangle>, glyphMetrics: Map<Char, GlyphMetrics>, size: Double, contentScale: Double, ascenderLength: Double, descenderLength: Double, height: Double, leading: Double, name: String)
val ascenderLength: Double
fun characterWidth(character: Char): Double
val contentScale: Double
val descenderLength: Double
fun fromUrl(fontUrl: String, size: Double, contentScale: Double = 1.0): FontImageMap
val glyphMetrics: Map<Char, GlyphMetrics>
val height: Double
fun kerning(left: Char, right: Char): Double
val kerningTable: MutableMap<CharacterPair, Double>
val leading: Double
val map: Map<Char, IntRectangle>
val name: String
val size: Double
val texture: ColorBuffer
data class FontImageMapDescriptor
class FontImageMapDrawer
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FontImageMapDrawer()
fun drawText(context: DrawContext, drawStyle: DrawStyle, text: String, x: Double, y: Double): Unit
fun drawTexts(context: DrawContext, drawStyle: DrawStyle, texts: List<String>, positions: List<Vector2>): Unit
fun flush(context: DrawContext, drawStyle: DrawStyle): Unit
fun queueText(fontMap: FontMap, text: String, x: Double, y: Double, tracking: Double = 0.0, kerning: KernMode = KernMode.METRIC): Unit
class FontImageMapManagerGL3 : FontMapManager
abstract class FontMap
abstract class FontMapManager
abstract class FontVectorMap : FontMap
data class ForCondStatement : Node
data class ForInitStatement : Node
data class ForRestStatement : Node
data class ForStatement : IterationStatement
class FragmentShaderGL3
enum class Fullscreen
data class FuncDeclMember : Node
data class FunctionCall : LeftValue
data class FunctionDefinition : SimpleStatement
class GL3Exception : Exception
class GaussianBlur : Filter
class GenericPlatformDriver : PlatformDriver
class GlyphMetrics
class GreedySplitter : Splitter
open class GroupNode : CompositionNode
class GroupNodeStop : GroupNode
class HardLight : Filter
class HashBlur : Filter
data class Hue
class HybridLogGamma : Filter
data class Identifier : TypeSpecifierNonArray, LeftValue
class ImageDrawer
Module Contents
ImageDrawer()
fun drawImage(drawContext: DrawContext, drawStyle: DrawStyle, colorBuffer: ColorBuffer, rectangles: List<Pair<Rectangle, Rectangle>>): Unit
fun drawImage(drawContext: DrawContext, drawStyle: DrawStyle, colorBuffer: ColorBuffer, x: Double, y: Double, width: Double, height: Double): Unit
data class IncrementOp : Node
data class IncrementOpExpresssion : Expression
interface IndexBuffer
class IndexBufferGL3 : IndexBuffer
enum class IndexType
class IndexedTriangulation
object InheritColor : CompositionColor
object InheritStrokeWeight : CompositionStrokeWeight
class IntPacker
class IntRectangle
data class IntVector2 : Serializable
data class IntVector3 : Serializable
data class IntVector4 : Serializable
data class IntegerConstant : ConstantExpression
interface IterationStatement : SimpleStatement
interface JumpStatement : Statement, SimpleStatement
enum class KernMode
class KeyEvent
enum class KeyEventType
class Keyboard
enum class KeyboardModifier
interface LeftValue : Node
data class LeftValueIndex : PrimaryExpression
class Lighten : Filter
enum class LineCap
enum class LineJoin
data class LineSegment
class Linear : Easer
enum class Linearity
class Linearize : Filter
class MP4Profile : VideoWriterProfile
class MacOSPlatformDriver : PlatformDriver
enum class MagnifyingFilter
data class Matrix44 : Serializable
Module Contents
Matrix44(c0r0: Double = 0.0, c1r0: Double = 0.0, c2r0: Double = 0.0, c3r0: Double = 0.0, c0r1: Double = 0.0, c1r1: Double = 0.0, c2r1: Double = 0.0, c3r1: Double = 0.0, c0r2: Double = 0.0, c1r2: Double = 0.0, c2r2: Double = 0.0, c3r2: Double = 0.0, c0r3: Double = 0.0, c1r3: Double = 0.0, c2r3: Double = 0.0, c3r3: Double = 0.0)
val IDENTITY: Matrix44
val ZERO: Matrix44
val c0r0: Double
val c0r1: Double
val c0r2: Double
val c0r3: Double
val c1r0: Double
val c1r1: Double
val c1r2: Double
val c1r3: Double
val c2r0: Double
val c2r1: Double
val c2r2: Double
val c2r3: Double
val c3r0: Double
val c3r1: Double
val c3r2: Double
val c3r3: Double
val determinant: Double
fun fromColumnVectors(c0: Vector4, c1: Vector4, c2: Vector4, c3: Vector4): Matrix44
operator fun get(index: Int): Vector4
val inversed: Matrix44
operator fun minus(o: Matrix44): Matrix44
operator fun plus(o: Matrix44): Matrix44
operator fun times(v: Vector4): Vector4
operator fun times(v: Vector3): Vector3
operator fun times(s: Double): Matrix44
operator fun times(mat: Matrix44): Matrix44
fun toString(): String
val trace: Double
val transposed: Matrix44
data class Matrix55
Module Contents
Matrix55(c0r0: Double = 0.0, c1r0: Double = 0.0, c2r0: Double = 0.0, c3r0: Double = 0.0, c4r0: Double = 0.0, c0r1: Double = 0.0, c1r1: Double = 0.0, c2r1: Double = 0.0, c3r1: Double = 0.0, c4r1: Double = 0.0, c0r2: Double = 0.0, c1r2: Double = 0.0, c2r2: Double = 0.0, c3r2: Double = 0.0, c4r2: Double = 0.0, c0r3: Double = 0.0, c1r3: Double = 0.0, c2r3: Double = 0.0, c3r3: Double = 0.0, c4r3: Double = 0.0, c0r4: Double = 0.0, c1r4: Double = 0.0, c2r4: Double = 0.0, c3r4: Double = 0.0, c4r4: Double = 0.0)
val IDENTITY: Matrix55
val ZERO: Matrix55
val c0r0: Double
val c0r1: Double
val c0r2: Double
val c0r3: Double
val c0r4: Double
val c1r0: Double
val c1r1: Double
val c1r2: Double
val c1r3: Double
val c1r4: Double
val c2r0: Double
val c2r1: Double
val c2r2: Double
val c2r3: Double
val c2r4: Double
val c3r0: Double
val c3r1: Double
val c3r2: Double
val c3r3: Double
val c3r4: Double
val c4r0: Double
val c4r1: Double
val c4r2: Double
val c4r3: Double
val c4r4: Double
val floatArray: FloatArray
data class MatrixType : BasicType
class MeshLineDrawer
Module Contents
MeshLineDrawer()
fun drawLineLoops(drawContext: DrawContext, drawStyle: DrawStyle, loops: List<List<Vector3>>, weights: List<Double> = emptyList()): Unit
fun drawLineSegments(drawContext: DrawContext, drawStyle: DrawStyle, segments: List<Vector3>, weights: List<Double> = emptyList(), colors: List<ColorRGBa> = emptyList()): Unit
fun drawLineStrips(drawContext: DrawContext, drawStyle: DrawStyle, strips: List<List<Vector3>>, weights: List<Double> = emptyList(), colors: List<ColorRGBa> = emptyList()): Unit
enum class MinifyingFilter
class Mouse
enum class MouseButton
class MouseEvent
enum class MouseEventType
data class MulDivExpression : Expression
data class MulDivOp : Node
class Multiply : Filter
class MultiplyContrast : Filter
interface Node
class Normal : Filter
data class NormalAssignmentStatement : AssignmentStatement
class NullRenderTargetGL3 : RenderTargetGL3
data class OpaqueType : BasicType
class OptimizingOrderer : Orderer
class OrbitalCamera
class OrbitalControls
interface Orderer
class Overlay : Filter
class PackNode
data class Paren : LeftValue
interface ParseTreeToAstMapper<in PTN, out ASTN : Node>
class Passthrough : Filter
class PerformanceLineDrawer
object Platform
data class Point
data class Position
enum class PresentationMode
interface PrimaryExpression : Expression
data class Prog : Node
open class Program
interface ProgramRenderTarget : RenderTarget
class ProgramRenderTargetGL3 : ProgramRenderTarget, RenderTargetGL3
class PumpDispatcher : MainCoroutineDispatcher, Delay
class QuadIn : Easer
class QuadInOut : Easer
class QuadOut : Easer
class QualityLineDrawer
Module Contents
QualityLineDrawer()
fun drawLineLoops(drawContext: DrawContext, drawStyle: DrawStyle, strips: List<List<Vector2>>): Unit
fun drawLineLoops(drawContext: DrawContext, drawStyle: DrawStyle, strips: List<List<Vector2>>, weights: List<Double>): Unit
fun drawLineStrips(drawContext: DrawContext, drawStyle: DrawStyle, strips: Iterable<Iterable<Vector2>>): Unit
fun drawLineStrips(drawContext: DrawContext, drawStyle: DrawStyle, strips: Iterable<Iterable<Vector2>>, weights: List<Double>): Unit
class QualityPolygonDrawer
class QuartIn : Easer
class QuartInOut : Easer
class QuartOut : Easer
data class Quaternion : Serializable
Module Contents
Quaternion(x: Double, y: Double, z: Double, w: Double)
val IDENTITY: Quaternion
val ZERO: Quaternion
fun fromAngles(pitch: Double, roll: Double, yaw: Double): Quaternion
fun fromAnglesRadian(pitch: Double, roll: Double, yaw: Double): Quaternion
fun fromAxes(x: Vector3, y: Vector3, z: Vector3): Quaternion
fun fromLookAt(from: Vector3, to: Vector3, up: Vector3 = Vector3.UNIT_Y): Quaternion
fun fromMatrix(m: Matrix44): Quaternion
val inversed: Quaternion
val length: Double
val matrix: Matrix44
val negated: Quaternion
val norm: Double
val normalized: Quaternion
operator fun times(q: Quaternion): Quaternion
operator fun times(vec: Vector3): Vector3
val w: Double
val x: Double
val y: Double
val z: Double
class RandomBinarySplitter : Splitter
class RandomOrderer : Orderer
data class Rectangle
Module Contents
Rectangle(x: Double, y: Double, width: Double, height: Double)
Rectangle(corner: Vector2, width: Double, height: Double)
val area: Double
val center: Vector2
operator fun contains(point: Vector2): Boolean
val contour: ShapeContour
val corner: Vector2
fun fromCenter(center: Vector2, width: Double, height: Double): Rectangle
val height: Double
fun heightScaledTo(fitHeight: Double): Rectangle
fun moved(offset: Vector2): Rectangle
fun offsetEdges(offset: Double, offsetY: Double = offset): Rectangle
fun position(u: Double, v: Double): Vector2
fun scaled(scale: Double, scaleY: Double = scale): Rectangle
val shape: Shape
val width: Double
fun widthScaledTo(fitWidth: Double): Rectangle
val x: Double
val y: Double
class RectangleDrawer
Module Contents
RectangleDrawer()
fun drawRectangle(drawContext: DrawContext, drawStyle: DrawStyle, x: Double, y: Double, width: Double, height: Double): Unit
fun drawRectangles(drawContext: DrawContext, drawStyle: DrawStyle, positions: List<Vector2>, dimensions: List<Vector2>): Unit
fun drawRectangles(drawContext: DrawContext, drawStyle: DrawStyle, positions: List<Vector2>, width: Double, height: Double): Unit
fun drawRectangles(drawContext: DrawContext, drawStyle: DrawStyle, rectangles: List<Rectangle>): Unit
interface RenderTarget
class RenderTargetBuilder
open class RenderTargetGL3 : RenderTarget
Module Contents
RenderTargetGL3(framebuffer: Int, width: Int, height: Int, contentScale: Double, multisample: BufferMultisample, thread: Thread = Thread.currentThread())
val activeRenderTarget: RenderTargetGL3
open fun attach(name: String, colorBuffer: ColorBuffer): Unit
open fun attach(colorBuffer: ColorBuffer): Unit
open fun attach(depthBuffer: DepthBuffer): Unit
open fun bind(): Unit
open fun clearColor(index: Int, color: ColorRGBa): Unit
open fun clearDepth(depth: Double, stencil: Int): Unit
open fun colorBuffer(index: Int): ColorBuffer
open fun colorBuffer(name: String): ColorBuffer
open fun colorBufferIndex(name: String): Int
open val colorBuffers: List<ColorBuffer>
open val contentScale: Double
fun create(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled): RenderTargetGL3
open val depthBuffer: DepthBuffer?
open fun destroy(): Unit
open fun detachColorBuffers(): Unit
open fun detachDepthBuffer(): Unit
val framebuffer: Int
open val hasColorBuffer: Boolean
open val hasDepthBuffer: Boolean
open val height: Int
open val multisample: BufferMultisample
open fun unbind(): Unit
open val width: Int
class RenderToken
interface ResourceThread
class ResourceThreadGL3 : ResourceThread
data class ReturnStatement : JumpStatement
data class ReturnType : Node
data class ScalaType : BasicType
class Screen : Filter
class ScreenRecorder : Extension
open class Screenshots : Extension
class Segment
Module Contents
Segment(start: Vector2, end: Vector2)
Segment(start: Vector2, c0: Vector2, end: Vector2)
Segment(start: Vector2, c0: Vector2, c1: Vector2, end: Vector2)
Segment(start: Vector2, control: Array<Vector2>, end: Vector2)
val bounds: Rectangle
val clockwise: Boolean
val control: Array<Vector2>
fun copy(start: Vector2 = this.start, control: Array<Vector2> = this.control, end: Vector2 = this.end): Segment
val cubic: Segment
fun derivative(t: Double): Vector2
fun direction(): Vector2
fun direction(t: Double): Vector2
val end: Vector2
fun extrema(): List<Double>
fun extremaPoints(): List<Vector2>
val length: Double
val linear: Boolean
fun lut(size: Int = 100): List<Vector2>
fun normal(ut: Double): Vector2
fun offset(distance: Double): List<Segment>
fun on(point: Vector2, error: Double = 5.0): Double?
fun position(ut: Double): Vector2
fun project(point: Vector2): SegmentProjection
val reduced: List<Segment>
val reverse: Segment
fun sampleAdaptive(distanceTolerance: Double = 0.5): List<Vector2>
fun sampleAdaptiveNormals(distanceTolerance: Double = 0.5): Pair<List<Vector2>, List<Vector2>>
fun scale(scale: Double): Segment
fun scale(scale: (Double) -> Double): Segment
val simple: Boolean
fun split(t: Double): Array<Segment>
val start: Vector2
fun sub(t0: Double, t1: Double): Segment
fun toString(): String
fun transform(transform: Matrix44): Segment
enum class SegmentJoin
class SegmentProjection
data class SelectionRestStatement : Node
data class SelectionStatement : SimpleStatement
class Session
data class ShadeStructure
Module Contents
ShadeStructure(uniforms: String? = null, attributes: String? = null, : String? = null, fragmentTransform: String? = null, vertexPreamble: String? = null, fragmentPreamble: String? = null, outputs: String? = null, varyingOut: String? = null, varyingIn: String? = null, varyingBridge: String? = null, suppressDefaultOutput: Boolean = false)
var attributes: String?
var fragmentPreamble: String?
var fragmentTransform: String?
var outputs: String?
var suppressDefaultOutput: Boolean
var uniforms: String?
var varyingBridge: String?
var varyingIn: String?
var varyingOut: String?
var vertexPreamble: String?
var vertexTransform: String?
class ShadeStyle
Module Contents
ShadeStyle()
ShadeStyle(other: ShadeStyle)
var attributes: MutableList<VertexBuffer>
fun attributes(attributesBuffer: VertexBuffer): Unit
var fragmentPreamble: String?
var fragmentTransform: String?
fun output(name: String, slot: Int): ShadeStyle
var outputs: MutableMap<String, Int>
fun parameter(name: String, value: Cubemap): ShadeStyle
fun parameter(name: String, value: Int): ShadeStyle
fun parameter(name: String, value: Matrix44): ShadeStyle
fun parameter(name: String, value: Float): ShadeStyle
fun parameter(name: String, value: Double): ShadeStyle
fun parameter(name: String, value: Vector2): ShadeStyle
fun parameter(name: String, value: Vector3): ShadeStyle
fun parameter(name: String, value: Vector4): ShadeStyle
fun parameter(name: String, value: ColorRGBa): ShadeStyle
fun parameter(name: String, value: ColorBuffer): ShadeStyle
fun parameter(name: String, value: DepthBuffer): ShadeStyle
fun parameter(name: String, value: BufferTexture): ShadeStyle
var parameterValues: MutableMap<String, Any>
var parameters: MutableMap<String, String>
operator fun plus(other: ShadeStyle): ShadeStyle
var suppressDefaultOutput: Boolean
var vertexPreamble: String?
var vertexTransform: String?
class ShadeStyleError
abstract class ShadeStyleManager
class ShadeStyleManagerGL3 : ShadeStyleManager
class ShadeStyleParseTreeToAstMapper : ParseTreeToAstMapper<<ERROR CLASS>, Prog>
interface Shader
Module Contents
abstract fun begin(): Unit
abstract fun block(blockName: String, block: UniformBlock): Unit
abstract fun blockLayout(blockName: String): UniformBlockLayout?
abstract fun createBlock(blockName: String): UniformBlock
fun createFromCode(vsCode: String, fsCode: String): Shader
fun createFromUrls(vsUrl: String, fsUrl: String): Shader
abstract fun destroy(): Unit
abstract fun end(): Unit
abstract fun hasUniform(name: String): Boolean
abstract fun uniform(name: String, value: Matrix44): Unit
abstract fun uniform(name: String, value: ColorRGBa): Unit
abstract fun uniform(name: String, value: Vector4): Unit
abstract fun uniform(name: String, value: Vector3): Unit
abstract fun uniform(name: String, value: Vector2): Unit
abstract fun uniform(name: String, x: Float, y: Float, z: Float, w: Float): Unit
abstract fun uniform(name: String, x: Float, y: Float, z: Float): Unit
abstract fun uniform(name: String, x: Float, y: Float): Unit
abstract fun uniform(name: String, value: Double): Unit
abstract fun uniform(name: String, value: Float): Unit
abstract fun uniform(name: String, value: Int): Unit
abstract fun uniform(name: String, value: Boolean): Unit
abstract fun uniform(name: String, value: Array<Vector4>): Unit
abstract fun uniform(name: String, value: Array<Vector3>): Unit
abstract fun uniform(name: String, value: Array<Vector2>): Unit
abstract fun uniform(name: String, value: FloatArray): Unit
class ShaderGL3 : Shader
Module Contents
ShaderGL3(program: Int, name: String, vertexShader: VertexShaderGL3, fragmentShader: FragmentShaderGL3)
fun attributeIndex(name: String): Int
fun begin(): Unit
fun block(blockName: String, block: UniformBlock): Unit
fun blockIndex(block: String): Int
fun blockLayout(blockName: String): UniformBlockLayout?
fun create(vertexShader: VertexShaderGL3, fragmentShader: FragmentShaderGL3): ShaderGL3
fun createBlock(blockName: String): UniformBlock
fun destroy(): Unit
fun end(): Unit
val fragmentShader: FragmentShaderGL3
fun hasUniform(name: String): Boolean
val name: String
val program: Int
fun uniform(name: String, value: ColorRGBa): Unit
fun uniform(name: String, value: Vector3): Unit
fun uniform(name: String, value: Vector4): Unit
fun uniform(name: String, x: Float, y: Float, z: Float, w: Float): Unit
fun uniform(name: String, x: Float, y: Float, z: Float): Unit
fun uniform(name: String, x: Float, y: Float): Unit
fun uniform(name: String, value: Int): Unit
fun uniform(name: String, value: Boolean): Unit
fun uniform(name: String, value: Vector2): Unit
fun uniform(name: String, value: Float): Unit
fun uniform(name: String, value: Double): Unit
fun uniform(name: String, value: Matrix44): Unit
fun uniform(name: String, value: Array<Vector2>): Unit
fun uniform(name: String, value: Array<Vector3>): Unit
fun uniform(name: String, value: Array<Vector4>): Unit
fun uniform(name: String, value: FloatArray): Unit
fun uniformIndex(uniform: String, query: Boolean = false): Int
val vertexShader: VertexShaderGL3
interface ShaderGenerators
class ShaderGeneratorsGL3 : ShaderGenerators
class ShaderWatcher
class ShaderWatcherBuilder
class Shape
class ShapeBuilder
data class ShapeContour
class ShapeNode : CompositionNode
data class ShiftOp : Node
data class ShiftOpExpression : Expression
data class SimpleDeclaration : DeclarationStatement
data class SimpleDeclarator : Node
interface SimpleStatement : Statement
class SineIn : Easer
class SineInOut : Easer
class SineOut : Easer
class SingleScreenshot : Screenshots
data class Spherical
interface Splitter
interface Statement : Node
enum class StencilOperation
class StencilStyle
enum class StencilTest
class StrokeWeight : CompositionStrokeWeight
data class StructSpecifier : Node
class Subtract : Filter
class SubtractConstant : Filter
class TextNode : CompositionNode
class TransformBuilder
interface Type : Node
data class TypeQualifier : Node
data class TypeSpecifier : Node
interface TypeSpecifierNonArray : Node
enum class UnfocusBehaviour
interface UniformBlock
Module Contents
abstract val dirty: Boolean
abstract val layout: UniformBlockLayout
abstract fun uniform(name: String, value: Float): Unit
abstract fun uniform(name: String, value: Vector2): Unit
abstract fun uniform(name: String, value: Vector3): Unit
abstract fun uniform(name: String, value: Vector4): Unit
abstract fun uniform(name: String, value: ColorRGBa): Unit
abstract fun uniform(name: String, value: Matrix44): Unit
abstract fun uniform(name: String, value: Matrix55): Unit
abstract fun uniform(name: String, value: Array<Float>): Unit
abstract fun uniform(name: String, value: Array<Vector2>): Unit
abstract fun uniform(name: String, value: Array<Vector3>): Unit
abstract fun uniform(name: String, value: Array<Vector4>): Unit
abstract fun upload(): Unit
class UniformBlockGL3 : UniformBlock
Module Contents
UniformBlockGL3(layout: UniformBlockLayout, blockBinding: Int, ubo: Int, shadowBuffer: ByteBuffer)
val blockBinding: Int
fun create(layout: UniformBlockLayout): UniformBlockGL3
val dirty: Boolean
val layout: UniformBlockLayout
var realDirty: Boolean
val shadowBuffer: ByteBuffer
val ubo: Int
fun uniform(name: String, value: Float): Unit
fun uniform(name: String, value: Vector2): Unit
fun uniform(name: String, value: Vector3): Unit
fun uniform(name: String, value: ColorRGBa): Unit
fun uniform(name: String, value: Vector4): Unit
fun uniform(name: String, value: Matrix44): Unit
fun uniform(name: String, value: Matrix55): Unit
fun uniform(name: String, value: Array<Float>): Unit
fun uniform(name: String, value: Array<Vector2>): Unit
fun uniform(name: String, value: Array<Vector3>): Unit
fun uniform(name: String, value: Array<Vector4>): Unit
fun upload(): Unit
data class UniformBlockLayout
data class UniformDescription
enum class UniformType
data class Vector2 : Serializable
data class Vector3 : Serializable
data class Vector4 : Serializable
data class VectorExpression : PrimaryExpression
data class VectorType : BasicType
interface VertexBuffer
class VertexBufferDrawer
Module Contents
VertexBufferDrawer()
fun drawVertexBuffer(drawContext: DrawContext, drawStyle: DrawStyle, primitive: DrawPrimitive, vertexBuffers: List<VertexBuffer>, offset: Int, vertexCount: Int): Unit
fun drawVertexBuffer(drawContext: DrawContext, drawStyle: DrawStyle, primitive: DrawPrimitive, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, offset: Int, indexCount: Int): Unit
fun drawVertexBufferInstances(drawContext: DrawContext, drawStyle: DrawStyle, primitive: DrawPrimitive, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, offset: Int, vertexCount: Int, instanceCount: Int): Unit
fun drawVertexBufferInstances(drawContext: DrawContext, drawStyle: DrawStyle, primitive: DrawPrimitive, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, offset: Int, indexCount: Int, instanceCount: Int): Unit
class VertexBufferGL3 : VertexBuffer
interface VertexBufferShadow
class VertexBufferShadowGL3 : VertexBufferShadow
data class VertexElement
enum class VertexElementType
class VertexFormat
class VertexShaderGL3
class VideoWriter
abstract class VideoWriterProfile
data class VoidType : BasicType
data class WhileStatement : IterationStatement
enum class Winding
class WindowEvent
enum class WindowEventType
sealed class WindowMultisample
class WindowsPlatformDriver : PlatformDriver
enum class WrapMode
class WriteStyle
class Writer
class X265Profile : VideoWriterProfile
kotlin.Double
kotlin.Int
kotlin.collections.List
package org.openrndr
package org.openrndr.animatable
Module Contents
open class Animatable
Module Contents
Animatable(target: Any)
Animatable()
Animatable(createAtTime: Long)
fun add(variable: String, target: Double, duration: Long): Unit
fun add(variable: String, target: Double, duration: Long, easing: Easing): Unit
fun add(variable: String, target: Double, duration: Long, easer: Easer): Unit
fun animate(variable: String, target: Double, duration: Long): Unit
fun animate(variable: String, target: Double, duration: Long, easing: Easing): Unit
fun animate(variable: String, target: Double, duration: Long, easer: Easer): Unit
fun animate(variable: KMutableProperty0<*>, target: Double, duration: Long, easing: Easing = Easing.None): Unit
fun animationCount(): Int
fun array(variable: String, index: Int): String
fun cancel(): Unit
fun cancel(fields: Array<String>): Unit
fun cancelQueued(): Unit
fun clock(clock: Clock): Unit
fun clock(): Clock
fun complete(variable: String): Unit
fun complete(callback: (Animatable) -> Unit): Unit
fun complete(animatable: Animatable): Unit
fun complete(animatable: Animatable = this, callback: (Animatable) -> Unit = null): Unit
fun delay(duration: Long): Unit
fun duration(): Long
fun ease(easing: Easing): Unit
fun ease(easer: Easer): Unit
fun end(): Unit
fun hasAnimations(): Boolean
fun hasAnimations(vararg variables: String): Boolean
fun popTime(): Unit
fun pushTime(): Unit
@JvmOverloads fun updateAnimation(time: Long = clock.time): Unit
fun velocity(variable: String): Double
fun waitUntil(time: Long): Unit
interface Clock
class DefaultClock : Clock
package org.openrndr.animatable.easing
package org.openrndr.binpack
Module Contents
class CenterOrderer : Orderer
class CenteredBinarySplitter : Splitter
Module Contents
CenteredBinarySplitter(enclosement: IntRectangle, invert: Boolean = true, constraints: (node: PackNode, rectangle: IntRectangle) -> Boolean = { _, _ -> true }, xcon: (node: PackNode, rectangle: IntRectangle) -> Boolean = { _, _ -> true}, ycon: (node: PackNode, rectangle: IntRectangle) -> Boolean = { _, _ -> true})
val constraints: (node: PackNode, rectangle: IntRectangle) -> Boolean
val enclosement: IntRectangle
val invert: Boolean
fun split(node: PackNode, rectangle: IntRectangle): List<PackNode>
val xcon: (node: PackNode, rectangle: IntRectangle) -> Boolean
val ycon: (node: PackNode, rectangle: IntRectangle) -> Boolean
interface Clipper
class DefaultClipper : Clipper
class DefaultOrderer : Orderer
class DefaultSplitter : Splitter
class GreedySplitter : Splitter
class IntPacker
class OptimizingOrderer : Orderer
interface Orderer
class PackNode
class RandomBinarySplitter : Splitter
class RandomOrderer : Orderer
interface Splitter
fun leafNodes(node: PackNode): List<PackNode>
fun prune(node: PackNode): Unit
package org.openrndr.color
package org.openrndr.draw
Module Contents
enum class BlendMode
sealed class BufferMultisample
interface BufferTexture
interface BufferTextureShadow
interface BufferWriter
class ChannelMask
data class CharacterPair
interface ColorBuffer
data class ColorBufferProxy
interface ColorBufferShadow
Module Contents
abstract val buffer: ByteBuffer
abstract val colorBuffer: ColorBuffer
abstract fun destroy(): Unit
abstract fun download(): Unit
open fun <T> flatMapIndexed(xrange: IntProgression = 0 until this.colorBuffer.effectiveWidth, yrange: IntProgression = 0 until this.colorBuffer.effectiveHeight, mapper: (x: Int, y: Int, r: Double, g: Double, b: Double, a: Double) -> T): List<T>
open operator fun get(x: Int, y: Int): ColorRGBa
abstract fun mapBoolean(mapper: (r: Double, g: Double, b: Double, a: Double) -> Boolean): Array<BooleanArray>
abstract fun mapDouble(mapper: (r: Double, g: Double, b: Double, a: Double) -> Double): Array<DoubleArray>
abstract fun mapFloat(mapper: (r: Double, g: Double, b: Double, a: Double) -> Float): Array<FloatArray>
abstract fun <T> mapIndexed(xrange: IntProgression = 0 until this.colorBuffer.effectiveWidth, yrange: IntProgression = 0 until this.colorBuffer.effectiveHeight, mapper: (x: Int, y: Int, r: Double, g: Double, b: Double, a: Double) -> T): Array<List<T>>
abstract fun mapInt(mapper: (r: Double, g: Double, b: Double, a: Double) -> Int): Array<IntArray>
abstract fun read(x: Int, y: Int): ColorRGBa
open operator fun set(x: Int, y: Int, c: ColorRGBa): Unit
abstract fun upload(): Unit
abstract fun write(x: Int, y: Int, r: Double, g: Double, b: Double, a: Double): Unit
open fun write(x: Int, y: Int, color: ColorRGBa): Unit
open fun write(x: Int, y: Int, r: Float, g: Float, b: Float, a: Float): Unit
abstract fun writer(): BufferWriter
class ColorBufferTile
enum class ColorFormat
enum class ColorType
interface Cubemap
enum class CubemapSide
enum class CullTestPass
interface DepthBuffer
enum class DepthFormat
enum class DepthTestPass
data class DrawContext
enum class DrawPrimitive
enum class DrawQuality
data class DrawStyle
Module Contents
DrawStyle(clip: Rectangle? = null, fill: ColorRGBa? = ColorRGBa.WHITE, stroke: ColorRGBa? = ColorRGBa.BLACK, lineCap: LineCap = LineCap.BUTT, lineJoin: LineJoin = LineJoin.BEVEL, strokeWeight: Double = 1.0, smooth: Boolean = true, quality: DrawQuality = DrawQuality.QUALITY, depthTestPass: DepthTestPass = DepthTestPass.ALWAYS, depthWrite: Boolean = false, blendMode: BlendMode = BlendMode.OVER, cullTestPass: CullTestPass = CullTestPass.ALWAYS, channelWriteMask: ChannelMask = ChannelMask(true, true, true, true), alphaToCoverage: Boolean = false, shadeStyle: ShadeStyle? = null, fontMap: FontMap? = null, kerning: KernMode = KernMode.METRIC, stencil: StencilStyle = StencilStyle(), frontStencil: StencilStyle = stencil, backStencil: StencilStyle = stencil, colorMatrix: Matrix55 = Matrix55.IDENTITY)
var alphaToCoverage: Boolean
fun applyToShader(shader: Shader): Unit
var backStencil: StencilStyle
var blendMode: BlendMode
var channelWriteMask: ChannelMask
var clip: Rectangle?
var colorMatrix: Matrix55
var cullTestPass: CullTestPass
var depthTestPass: DepthTestPass
var depthWrite: Boolean
var fill: ColorRGBa?
var fontMap: FontMap?
var frontStencil: StencilStyle
var kerning: KernMode
var lineCap: LineCap
var lineJoin: LineJoin
var quality: DrawQuality
var shadeStyle: ShadeStyle?
var smooth: Boolean
var stencil: StencilStyle
var stroke: ColorRGBa?
var strokeWeight: Double
interface DrawThread
class Drawer
Module Contents
Drawer(driver: Driver)
fun background(r: Double, g: Double, b: Double, a: Double): Unit
fun background(color: ColorRGBa): Unit
val bounds: Rectangle
fun circle(x: Double, y: Double, radius: Double): Unit
fun circle(position: Vector2, radius: Double): Unit
fun circle(circle: Circle): Unit
fun circles(positions: List<Vector2>, radius: Double): Unit
fun circles(positions: List<Vector2>, radii: List<Double>): Unit
fun circles(circles: List<Circle>): Unit
fun composition(composition: Composition): Unit
val context: DrawContext
fun contour(contour: ShapeContour): Unit
fun contours(contours: List<ShapeContour>): Unit
var cullTestPass: CullTestPass
var depthTestPass: DepthTestPass
var depthWrite: Boolean
var drawStyle: DrawStyle
val driver: Driver
var fill: ColorRGBa?
var fontMap: FontMap?
var height: Int
fun image(colorBuffer: ColorBuffer, source: Rectangle, target: Rectangle): Unit
fun image(colorBuffer: ColorBuffer, x: Double, y: Double, width: Double = colorBuffer.width.toDouble(), height: Double = colorBuffer.height.toDouble()): Unit
fun image(colorBuffer: ColorBuffer, position: Vector2, width: Double = colorBuffer.width.toDouble(), height: Double = colorBuffer.height.toDouble()): Unit
fun image(colorBuffer: ColorBuffer): Unit
fun image(colorBuffer: ColorBuffer, rectangles: List<Pair<Rectangle, Rectangle>>): Unit
var lineCap: LineCap
var lineJoin: LineJoin
fun lineLoop(points: List<Vector2>): Unit
@JvmName("lineLoop3d") fun lineLoop(points: List<Vector3>): Unit
fun lineLoops(loops: List<List<Vector2>>): Unit
@JvmName("lineLoops3d") fun lineLoops(loops: List<List<Vector3>>): Unit
fun lineLoops(loops: List<List<Vector2>>, weights: List<Double>): Unit
@JvmName("lineLoops3d)") fun lineLoops(loops: List<List<Vector3>>, weights: List<Double>): Unit
fun lineSegment(x0: Double, y0: Double, x1: Double, y1: Double): Unit
fun lineSegment(lineSegment: LineSegment): Unit
fun lineSegment(start: Vector2, end: Vector2): Unit
fun lineSegment(start: Vector3, end: Vector3): Unit
fun lineSegments(segments: List<Vector2>): Unit
fun lineSegments(segments: List<Vector2>, weights: List<Double>): Unit
@JvmName("lineSegments3d") fun lineSegments(segments: List<Vector3>): Unit
@JvmName("lineSegments3d") fun lineSegments(segments: List<Vector3>, weights: List<Double>): Unit
@JvmName("lineSegments3d") fun lineSegments(segments: List<Vector3>, weights: List<Double>, colors: List<ColorRGBa>): Unit
fun lineStrip(points: List<Vector2>): Unit
@JvmName("lineStrip3d") fun lineStrip(points: List<Vector3>): Unit
fun lineStrips(strips: List<List<Vector2>>): Unit
@JvmName("lineStrips3d") fun lineStrips(strips: List<List<Vector3>>): Unit
fun lineStrips(strips: List<List<Vector2>>, weights: List<Double>): Unit
@JvmName("lineStrips3d") fun lineStrips(strips: List<List<Vector3>>, weights: List<Double>): Unit
@JvmName("lineStrips3d") fun lineStrips(strips: List<List<Vector3>>, weights: List<Double>, colors: List<ColorRGBa>): Unit
fun lookAt(from: Vector3, to: Vector3, up: Vector3 = Vector3.UNIT_Y): Unit
var model: Matrix44
fun ortho(renderTarget: RenderTarget): Unit
fun ortho(): Unit
fun ortho(left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double): Unit
fun perspective(fovY: Double, aspectRatio: Double, zNear: Double, zFar: Double): Unit
fun popModel(): Unit
fun popProjection(): Unit
fun popStyle(): Unit
fun popTransforms(): Unit
fun popView(): Unit
var projection: Matrix44
fun pushModel(): Matrix44
fun pushProjection(): Matrix44
fun pushStyle(): DrawStyle
fun pushTransforms(): Unit
fun pushView(): Matrix44
fun rectangle(rectangle: Rectangle): Unit
fun rectangle(x: Double, y: Double, width: Double, height: Double): Unit
fun rectangle(corner: Vector2, width: Double, height: Double): Unit
fun rectangles(positions: List<Vector2>, width: Double, height: Double): Unit
fun rectangles(positions: List<Vector2>, dimensions: List<Vector2>): Unit
fun rectangles(rectangles: List<Rectangle>): Unit
fun reset(): Unit
fun rotate(rotationInDegrees: Double): Unit
fun rotate(axis: Vector3, rotationInDegrees: Double): Unit
fun scale(s: Double): Unit
fun scale(x: Double, y: Double): Unit
fun scale(x: Double, y: Double, z: Double): Unit
var shadeStyle: ShadeStyle?
fun shape(shape: Shape): Unit
fun shapes(shapes: List<Shape>): Unit
fun size(width: Int, height: Int): Unit
var stroke: ColorRGBa?
var strokeWeight: Double
fun text(text: String, position: Vector2): Unit
fun text(text: String, x: Double = 0.0, y: Double = 0.0): Unit
fun texts(texts: List<String>, positions: List<Vector2>): Unit
fun translate(t: Vector2): Unit
fun translate(t: Vector3): Unit
fun translate(x: Double, y: Double): Unit
fun translate(x: Double, y: Double, z: Double): Unit
fun vertexBuffer(vertexBuffer: VertexBuffer, primitive: DrawPrimitive, vertexOffset: Int = 0, vertexCount: Int = vertexBuffer.vertexCount): Unit
fun vertexBuffer(vertexBuffers: List<VertexBuffer>, primitive: DrawPrimitive, offset: Int = 0, vertexCount: Int = vertexBuffers[0].vertexCount): Unit
fun vertexBuffer(indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, primitive: DrawPrimitive, offset: Int = 0, indexCount: Int = indexBuffer.indexCount): Unit
fun vertexBufferInstances(vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, primitive: DrawPrimitive, instanceCount: Int, offset: Int = 0, vertexCount: Int = vertexBuffers[0].vertexCount): Unit
fun vertexBufferInstances(indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, primitive: DrawPrimitive, instanceCount: Int, offset: Int = 0, indexCount: Int = indexBuffer.indexCount): Unit
var view: Matrix44
var width: Int
fun withTarget(target: RenderTarget, action: Drawer.() -> Unit): Unit
enum class FileFormat
open class Filter
class FontImageMap : FontMap
Module Contents
FontImageMap(texture: ColorBuffer, map: Map<Char, IntRectangle>, glyphMetrics: Map<Char, GlyphMetrics>, size: Double, contentScale: Double, ascenderLength: Double, descenderLength: Double, height: Double, leading: Double, name: String)
val ascenderLength: Double
fun characterWidth(character: Char): Double
val contentScale: Double
val descenderLength: Double
fun fromUrl(fontUrl: String, size: Double, contentScale: Double = 1.0): FontImageMap
val glyphMetrics: Map<Char, GlyphMetrics>
val height: Double
fun kerning(left: Char, right: Char): Double
val kerningTable: MutableMap<CharacterPair, Double>
val leading: Double
val map: Map<Char, IntRectangle>
val name: String
val size: Double
val texture: ColorBuffer
data class FontImageMapDescriptor
abstract class FontMap
abstract class FontVectorMap : FontMap
class GlyphMetrics
interface IndexBuffer
enum class IndexType
enum class KernMode
enum class LineCap
enum class LineJoin
enum class MagnifyingFilter
enum class MinifyingFilter
interface ProgramRenderTarget : RenderTarget
interface RenderTarget
class RenderTargetBuilder
class Session
data class ShadeStructure
Module Contents
ShadeStructure(uniforms: String? = null, attributes: String? = null, : String? = null, fragmentTransform: String? = null, vertexPreamble: String? = null, fragmentPreamble: String? = null, outputs: String? = null, varyingOut: String? = null, varyingIn: String? = null, varyingBridge: String? = null, suppressDefaultOutput: Boolean = false)
var attributes: String?
var fragmentPreamble: String?
var fragmentTransform: String?
var outputs: String?
var suppressDefaultOutput: Boolean
var uniforms: String?
var varyingBridge: String?
var varyingIn: String?
var varyingOut: String?
var vertexPreamble: String?
var vertexTransform: String?
class ShadeStyle
Module Contents
ShadeStyle()
ShadeStyle(other: ShadeStyle)
var attributes: MutableList<VertexBuffer>
fun attributes(attributesBuffer: VertexBuffer): Unit
var fragmentPreamble: String?
var fragmentTransform: String?
fun output(name: String, slot: Int): ShadeStyle
var outputs: MutableMap<String, Int>
fun parameter(name: String, value: Cubemap): ShadeStyle
fun parameter(name: String, value: Int): ShadeStyle
fun parameter(name: String, value: Matrix44): ShadeStyle
fun parameter(name: String, value: Float): ShadeStyle
fun parameter(name: String, value: Double): ShadeStyle
fun parameter(name: String, value: Vector2): ShadeStyle
fun parameter(name: String, value: Vector3): ShadeStyle
fun parameter(name: String, value: Vector4): ShadeStyle
fun parameter(name: String, value: ColorRGBa): ShadeStyle
fun parameter(name: String, value: ColorBuffer): ShadeStyle
fun parameter(name: String, value: DepthBuffer): ShadeStyle
fun parameter(name: String, value: BufferTexture): ShadeStyle
var parameterValues: MutableMap<String, Any>
var parameters: MutableMap<String, String>
operator fun plus(other: ShadeStyle): ShadeStyle
var suppressDefaultOutput: Boolean
var vertexPreamble: String?
var vertexTransform: String?
abstract class ShadeStyleManager
interface Shader
Module Contents
abstract fun begin(): Unit
abstract fun block(blockName: String, block: UniformBlock): Unit
abstract fun blockLayout(blockName: String): UniformBlockLayout?
abstract fun createBlock(blockName: String): UniformBlock
fun createFromCode(vsCode: String, fsCode: String): Shader
fun createFromUrls(vsUrl: String, fsUrl: String): Shader
abstract fun destroy(): Unit
abstract fun end(): Unit
abstract fun hasUniform(name: String): Boolean
abstract fun uniform(name: String, value: Matrix44): Unit
abstract fun uniform(name: String, value: ColorRGBa): Unit
abstract fun uniform(name: String, value: Vector4): Unit
abstract fun uniform(name: String, value: Vector3): Unit
abstract fun uniform(name: String, value: Vector2): Unit
abstract fun uniform(name: String, x: Float, y: Float, z: Float, w: Float): Unit
abstract fun uniform(name: String, x: Float, y: Float, z: Float): Unit
abstract fun uniform(name: String, x: Float, y: Float): Unit
abstract fun uniform(name: String, value: Double): Unit
abstract fun uniform(name: String, value: Float): Unit
abstract fun uniform(name: String, value: Int): Unit
abstract fun uniform(name: String, value: Boolean): Unit
abstract fun uniform(name: String, value: Array<Vector4>): Unit
abstract fun uniform(name: String, value: Array<Vector3>): Unit
abstract fun uniform(name: String, value: Array<Vector2>): Unit
abstract fun uniform(name: String, value: FloatArray): Unit
class ShaderWatcher
class ShaderWatcherBuilder
enum class StencilOperation
class StencilStyle
enum class StencilTest
interface UniformBlock
Module Contents
abstract val dirty: Boolean
abstract val layout: UniformBlockLayout
abstract fun uniform(name: String, value: Float): Unit
abstract fun uniform(name: String, value: Vector2): Unit
abstract fun uniform(name: String, value: Vector3): Unit
abstract fun uniform(name: String, value: Vector4): Unit
abstract fun uniform(name: String, value: ColorRGBa): Unit
abstract fun uniform(name: String, value: Matrix44): Unit
abstract fun uniform(name: String, value: Matrix55): Unit
abstract fun uniform(name: String, value: Array<Float>): Unit
abstract fun uniform(name: String, value: Array<Vector2>): Unit
abstract fun uniform(name: String, value: Array<Vector3>): Unit
abstract fun uniform(name: String, value: Array<Vector4>): Unit
abstract fun upload(): Unit
data class UniformBlockLayout
data class UniformDescription
enum class UniformType
interface VertexBuffer
interface VertexBufferShadow
data class VertexElement
enum class VertexElementType
class VertexFormat
enum class WrapMode
fun codeFromStream(stream: InputStream): String
fun codeFromURL(url: URL): String
fun codeFromURL(url: String): String
fun colorBuffer(width: Int, height: Int, contentScale: Double = 1.0, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8, multisample: BufferMultisample = BufferMultisample.Disabled): ColorBuffer
fun cubemap(width: Int, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8): Cubemap
fun depthBuffer(width: Int, height: Int, format: DepthFormat = DepthFormat.DEPTH24_STENCIL8, multisample: BufferMultisample): DepthBuffer
fun drawThread(): DrawThread
fun filterShaderFromCode(fragmentShaderCode: String): Shader
fun filterShaderFromUrl(url: String): Shader
fun filterWatcherFromUrl(url: String): ShaderWatcher
fun grayscale(r: Double = 0.33, g: Double = 0.33, b: Double = 0.33): Matrix55
fun indexBuffer(elementCount: Int, type: IndexType): IndexBuffer
val invert: Matrix55
fun Drawer.isolated(function: Drawer.() -> Unit): Unit
fun Drawer.isolatedWithTarget(target: RenderTarget, function: Drawer.() -> Unit): Unit
fun DrawThread.launch(context: CoroutineContext = this.dispatcher, start: CoroutineStart = CoroutineStart.DEFAULT, block: suspend CoroutineScope.() -> Unit): Job
fun loadImage(fileOrUrl: String): ColorBuffer
fun loadImage(file: File): ColorBuffer
fun loadImage(url: URL): ColorBuffer
fun renderTarget(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled, builder: RenderTargetBuilder.() -> Unit): RenderTarget
fun shadeStyle(builder: ShadeStyle.() -> Unit): ShadeStyle
fun shaderWatcher(init: ShaderWatcherBuilder.() -> Unit): ShaderWatcher
fun tint(color: ColorRGBa): Matrix55
fun vertexBuffer(vertexFormat: VertexFormat, vertexCount: Int): VertexBuffer
fun vertexFormat(builder: VertexFormat.() -> Unit): VertexFormat
package org.openrndr.events
package org.openrndr.extensions
package org.openrndr.ffmpeg
package org.openrndr.filter.antialias
package org.openrndr.filter.blend
package org.openrndr.filter.blur
package org.openrndr.filter.color
package org.openrndr.filter.dither
package org.openrndr.filter.transforms
package org.openrndr.filter.unary
package org.openrndr.internal
Module Contents
class CharacterRectangle
class CircleDrawer
Module Contents
CircleDrawer()
fun drawCircle(drawContext: DrawContext, drawStyle: DrawStyle, x: Double, y: Double, radius: Double): Unit
fun drawCircles(drawContext: DrawContext, drawStyle: DrawStyle, positions: List<Vector2>, radii: List<Double>): Unit
fun drawCircles(drawContext: DrawContext, drawStyle: DrawStyle, positions: List<Vector2>, radius: Double): Unit
fun drawCircles(drawContext: DrawContext, drawStyle: DrawStyle, circles: List<Circle>): Unit
val vertices: VertexBuffer
class ColorBufferLoader
interface Driver
Module Contents
abstract val activeRenderTarget: RenderTarget
abstract fun clear(r: Double, g: Double, b: Double, a: Double): Unit
open fun clear(color: ColorRGBa): Unit
abstract val contextID: Long
abstract fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType): BufferTexture
abstract fun createColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample = BufferMultisample.Disabled): ColorBuffer
abstract fun createColorBufferFromFile(filename: String): ColorBuffer
abstract fun createColorBufferFromUrl(url: String): ColorBuffer
abstract suspend fun createColorBufferTilesFromFile(filename: String, width: Int, height: Int): List<List<ColorBufferTile>>
abstract fun createCubemap(width: Int, format: ColorFormat, type: ColorType): Cubemap
abstract fun createCubemapFromUrls(urls: List<String>): Cubemap
abstract fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample = BufferMultisample.Disabled): DepthBuffer
abstract fun createDrawThread(): DrawThread
abstract fun createDynamicIndexBuffer(elementCount: Int, type: IndexType): IndexBuffer
abstract fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int): VertexBuffer
abstract fun createRenderTarget(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled): RenderTarget
abstract fun createResourceThread(f: () -> Unit): ResourceThread
abstract fun createShadeStyleManager(vertexShaderGenerator: (ShadeStructure) -> String, fragmentShaderGenerator: (ShadeStructure) -> String): ShadeStyleManager
abstract fun createShader(vsCode: String, fsCode: String): Shader
abstract fun createStaticVertexBuffer(format: VertexFormat, buffer: Buffer): VertexBuffer
abstract fun drawIndexedInstances(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, instanceCount: Int): Unit
abstract fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int): Unit
abstract fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceCount: Int): Unit
abstract fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int): Unit
lateinit var driver: Driver
abstract fun finish(): Unit
abstract val fontImageMapManager: FontMapManager
abstract val fontVectorMapManager: FontMapManager
val instance: Driver
abstract fun internalShaderResource(resourceId: String): String
abstract fun setState(drawStyle: DrawStyle): Unit
abstract val shaderGenerators: ShaderGenerators
class FontImageMapDrawer
Module Contents
FontImageMapDrawer()
fun drawText(context: DrawContext, drawStyle: DrawStyle, text: String, x: Double, y: Double): Unit
fun drawTexts(context: DrawContext, drawStyle: DrawStyle, texts: List<String>, positions: List<Vector2>): Unit
fun flush(context: DrawContext, drawStyle: DrawStyle): Unit
fun queueText(fontMap: FontMap, text: String, x: Double, y: Double, tracking: Double = 0.0, kerning: KernMode = KernMode.METRIC): Unit
abstract class FontMapManager
class ImageDrawer
Module Contents
ImageDrawer()
fun drawImage(drawContext: DrawContext, drawStyle: DrawStyle, colorBuffer: ColorBuffer, rectangles: List<Pair<Rectangle, Rectangle>>): Unit
fun drawImage(drawContext: DrawContext, drawStyle: DrawStyle, colorBuffer: ColorBuffer, x: Double, y: Double, width: Double, height: Double): Unit
class MeshLineDrawer
Module Contents
MeshLineDrawer()
fun drawLineLoops(drawContext: DrawContext, drawStyle: DrawStyle, loops: List<List<Vector3>>, weights: List<Double> = emptyList()): Unit
fun drawLineSegments(drawContext: DrawContext, drawStyle: DrawStyle, segments: List<Vector3>, weights: List<Double> = emptyList(), colors: List<ColorRGBa> = emptyList()): Unit
fun drawLineStrips(drawContext: DrawContext, drawStyle: DrawStyle, strips: List<List<Vector3>>, weights: List<Double> = emptyList(), colors: List<ColorRGBa> = emptyList()): Unit
class PerformanceLineDrawer
class QualityLineDrawer
Module Contents
QualityLineDrawer()
fun drawLineLoops(drawContext: DrawContext, drawStyle: DrawStyle, strips: List<List<Vector2>>): Unit
fun drawLineLoops(drawContext: DrawContext, drawStyle: DrawStyle, strips: List<List<Vector2>>, weights: List<Double>): Unit
fun drawLineStrips(drawContext: DrawContext, drawStyle: DrawStyle, strips: Iterable<Iterable<Vector2>>): Unit
fun drawLineStrips(drawContext: DrawContext, drawStyle: DrawStyle, strips: Iterable<Iterable<Vector2>>, weights: List<Double>): Unit
class QualityPolygonDrawer
class RectangleDrawer
Module Contents
RectangleDrawer()
fun drawRectangle(drawContext: DrawContext, drawStyle: DrawStyle, x: Double, y: Double, width: Double, height: Double): Unit
fun drawRectangles(drawContext: DrawContext, drawStyle: DrawStyle, positions: List<Vector2>, dimensions: List<Vector2>): Unit
fun drawRectangles(drawContext: DrawContext, drawStyle: DrawStyle, positions: List<Vector2>, width: Double, height: Double): Unit
fun drawRectangles(drawContext: DrawContext, drawStyle: DrawStyle, rectangles: List<Rectangle>): Unit
interface ResourceThread
interface ShaderGenerators
class VertexBufferDrawer
Module Contents
VertexBufferDrawer()
fun drawVertexBuffer(drawContext: DrawContext, drawStyle: DrawStyle, primitive: DrawPrimitive, vertexBuffers: List<VertexBuffer>, offset: Int, vertexCount: Int): Unit
fun drawVertexBuffer(drawContext: DrawContext, drawStyle: DrawStyle, primitive: DrawPrimitive, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, offset: Int, indexCount: Int): Unit
fun drawVertexBufferInstances(drawContext: DrawContext, drawStyle: DrawStyle, primitive: DrawPrimitive, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, offset: Int, vertexCount: Int, instanceCount: Int): Unit
fun drawVertexBufferInstances(drawContext: DrawContext, drawStyle: DrawStyle, primitive: DrawPrimitive, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, offset: Int, indexCount: Int, instanceCount: Int): Unit
val colorBufferLoader: ColorBufferLoader
fun finish(): Unit
package org.openrndr.internal.gl3
Module Contents
class ApplicationEGLGL3 : Application
class ApplicationGLFWGL3 : Application
class BufferTextureGL3 : BufferTexture
class BufferTextureShadowGL3 : BufferTextureShadow
class BufferWriterGL3 : BufferWriter
class ColorBufferDataGL3
class ColorBufferGL3 : ColorBuffer
Module Contents
ColorBufferGL3(target: Int, texture: Int, width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample)
fun bind(unit: Int): Unit
fun bound(f: ColorBufferGL3.() -> Unit): Unit
val contentScale: Double
fun create(width: Int, height: Int, contentScale: Double = 1.0, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.FLOAT32, multisample: BufferMultisample): ColorBufferGL3
fun destroy(): Unit
fun destroyShadow(): Unit
var filterMag: MagnifyingFilter
var filterMin: MinifyingFilter
var flipV: Boolean
val format: ColorFormat
fun fromFile(filename: String): ColorBuffer
fun fromUrl(url: String): ColorBuffer
fun generateMipmaps(): Unit
val height: Int
val multisample: BufferMultisample
fun read(buffer: ByteBuffer): Unit
var realShadow: ColorBufferShadow?
fun resolveTo(target: ColorBuffer): Unit
fun saveToFile(file: File, fileFormat: FileFormat): Unit
val shadow: ColorBufferShadow
val target: Int
val texture: Int
suspend fun tilesFromFile(filename: String, tileWidth: Int, tileHeight: Int): List<List<ColorBufferTile>>
val type: ColorType
val width: Int
var wrapU: WrapMode
var wrapV: WrapMode
fun write(buffer: ByteBuffer): Unit
class ColorBufferShadowGL3 : ColorBufferShadow
Module Contents
ColorBufferShadowGL3(colorBuffer: ColorBufferGL3)
val buffer: ByteBuffer
val colorBuffer: ColorBufferGL3
fun destroy(): Unit
fun download(): Unit
val elementSize: Int
inline fun mapBoolean(crossinline mapper: (r: Double, g: Double, b: Double, a: Double) -> Boolean): Array<BooleanArray>
inline fun mapDouble(crossinline mapper: (r: Double, g: Double, b: Double, a: Double) -> Double): Array<DoubleArray>
inline fun mapFloat(crossinline mapper: (r: Double, g: Double, b: Double, a: Double) -> Float): Array<FloatArray>
fun <T> mapIndexed(xrange: IntProgression, yrange: IntProgression, mapper: (x: Int, y: Int, r: Double, g: Double, b: Double, a: Double) -> T): Array<List<T>>
inline fun mapInt(crossinline mapper: (r: Double, g: Double, b: Double, a: Double) -> Int): Array<IntArray>
fun read(x: Int, y: Int): ColorRGBa
val size: Int
fun upload(): Unit
fun write(x: Int, y: Int, r: Double, g: Double, b: Double, a: Double): Unit
fun writer(): BufferWriter
data class ConversionEntry
class CubemapGL3 : Cubemap
class DepthBufferGL3 : DepthBuffer
class DrawThreadGL3 : DrawThread
class DriverGL3 : Driver
Module Contents
DriverGL3()
val activeRenderTarget: RenderTarget
fun clear(r: Double, g: Double, b: Double, a: Double): Unit
val contextID: Long
fun createBufferTexture(elementCount: Int, format: ColorFormat, type: ColorType): BufferTexture
fun createColorBuffer(width: Int, height: Int, contentScale: Double, format: ColorFormat, type: ColorType, multisample: BufferMultisample): ColorBuffer
fun createColorBufferFromFile(filename: String): ColorBuffer
fun createColorBufferFromUrl(url: String): ColorBuffer
suspend fun createColorBufferTilesFromFile(filename: String, width: Int, height: Int): List<List<ColorBufferTile>>
fun createCubemap(width: Int, format: ColorFormat, type: ColorType): Cubemap
fun createCubemapFromUrls(urls: List<String>): Cubemap
fun createDepthBuffer(width: Int, height: Int, format: DepthFormat, multisample: BufferMultisample): DepthBuffer
fun createDrawThread(): DrawThread
fun createDynamicIndexBuffer(elementCount: Int, type: IndexType): IndexBuffer
fun createDynamicVertexBuffer(format: VertexFormat, vertexCount: Int): VertexBuffer
fun createRenderTarget(width: Int, height: Int, contentScale: Double, multisample: BufferMultisample): RenderTarget
fun createResourceThread(f: () -> Unit): ResourceThread
fun createShadeStyleManager(vertexShaderGenerator: (ShadeStructure) -> String, fragmentShaderGenerator: (ShadeStructure) -> String): ShadeStyleManager
fun createShader(vsCode: String, fsCode: String): Shader
fun createStaticVertexBuffer(format: VertexFormat, buffer: Buffer): VertexBuffer
fun drawIndexedInstances(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int, instanceCount: Int): Unit
fun drawIndexedVertexBuffer(shader: Shader, indexBuffer: IndexBuffer, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, indexOffset: Int, indexCount: Int): Unit
fun drawInstances(shader: Shader, vertexBuffers: List<VertexBuffer>, instanceAttributes: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int, instanceCount: Int): Unit
fun drawVertexBuffer(shader: Shader, vertexBuffers: List<VertexBuffer>, drawPrimitive: DrawPrimitive, vertexOffset: Int, vertexCount: Int): Unit
fun finish(): Unit
val fontImageMapManager: FontMapManager
val fontVectorMapManager: FontMapManager
fun internalShaderResource(resourceId: String): String
fun setState(drawStyle: DrawStyle): Unit
val shaderGenerators: ShaderGenerators
class FontImageMapManagerGL3 : FontMapManager
class FragmentShaderGL3
class GL3Exception : Exception
class IndexBufferGL3 : IndexBuffer
class NullRenderTargetGL3 : RenderTargetGL3
class ProgramRenderTargetGL3 : ProgramRenderTarget, RenderTargetGL3
open class RenderTargetGL3 : RenderTarget
Module Contents
RenderTargetGL3(framebuffer: Int, width: Int, height: Int, contentScale: Double, multisample: BufferMultisample, thread: Thread = Thread.currentThread())
val activeRenderTarget: RenderTargetGL3
open fun attach(name: String, colorBuffer: ColorBuffer): Unit
open fun attach(colorBuffer: ColorBuffer): Unit
open fun attach(depthBuffer: DepthBuffer): Unit
open fun bind(): Unit
open fun clearColor(index: Int, color: ColorRGBa): Unit
open fun clearDepth(depth: Double, stencil: Int): Unit
open fun colorBuffer(index: Int): ColorBuffer
open fun colorBuffer(name: String): ColorBuffer
open fun colorBufferIndex(name: String): Int
open val colorBuffers: List<ColorBuffer>
open val contentScale: Double
fun create(width: Int, height: Int, contentScale: Double = 1.0, multisample: BufferMultisample = BufferMultisample.Disabled): RenderTargetGL3
open val depthBuffer: DepthBuffer?
open fun destroy(): Unit
open fun detachColorBuffers(): Unit
open fun detachDepthBuffer(): Unit
val framebuffer: Int
open val hasColorBuffer: Boolean
open val hasDepthBuffer: Boolean
open val height: Int
open val multisample: BufferMultisample
open fun unbind(): Unit
open val width: Int
class ResourceThreadGL3 : ResourceThread
class ShadeStyleManagerGL3 : ShadeStyleManager
class ShaderGL3 : Shader
Module Contents
ShaderGL3(program: Int, name: String, vertexShader: VertexShaderGL3, fragmentShader: FragmentShaderGL3)
fun attributeIndex(name: String): Int
fun begin(): Unit
fun block(blockName: String, block: UniformBlock): Unit
fun blockIndex(block: String): Int
fun blockLayout(blockName: String): UniformBlockLayout?
fun create(vertexShader: VertexShaderGL3, fragmentShader: FragmentShaderGL3): ShaderGL3
fun createBlock(blockName: String): UniformBlock
fun destroy(): Unit
fun end(): Unit
val fragmentShader: FragmentShaderGL3
fun hasUniform(name: String): Boolean
val name: String
val program: Int
fun uniform(name: String, value: ColorRGBa): Unit
fun uniform(name: String, value: Vector3): Unit
fun uniform(name: String, value: Vector4): Unit
fun uniform(name: String, x: Float, y: Float, z: Float, w: Float): Unit
fun uniform(name: String, x: Float, y: Float, z: Float): Unit
fun uniform(name: String, x: Float, y: Float): Unit
fun uniform(name: String, value: Int): Unit
fun uniform(name: String, value: Boolean): Unit
fun uniform(name: String, value: Vector2): Unit
fun uniform(name: String, value: Float): Unit
fun uniform(name: String, value: Double): Unit
fun uniform(name: String, value: Matrix44): Unit
fun uniform(name: String, value: Array<Vector2>): Unit
fun uniform(name: String, value: Array<Vector3>): Unit
fun uniform(name: String, value: Array<Vector4>): Unit
fun uniform(name: String, value: FloatArray): Unit
fun uniformIndex(uniform: String, query: Boolean = false): Int
val vertexShader: VertexShaderGL3
class ShaderGeneratorsGL3 : ShaderGenerators
class UniformBlockGL3 : UniformBlock
Module Contents
UniformBlockGL3(layout: UniformBlockLayout, blockBinding: Int, ubo: Int, shadowBuffer: ByteBuffer)
val blockBinding: Int
fun create(layout: UniformBlockLayout): UniformBlockGL3
val dirty: Boolean
val layout: UniformBlockLayout
var realDirty: Boolean
val shadowBuffer: ByteBuffer
val ubo: Int
fun uniform(name: String, value: Float): Unit
fun uniform(name: String, value: Vector2): Unit
fun uniform(name: String, value: Vector3): Unit
fun uniform(name: String, value: ColorRGBa): Unit
fun uniform(name: String, value: Vector4): Unit
fun uniform(name: String, value: Matrix44): Unit
fun uniform(name: String, value: Matrix55): Unit
fun uniform(name: String, value: Array<Float>): Unit
fun uniform(name: String, value: Array<Vector2>): Unit
fun uniform(name: String, value: Array<Vector3>): Unit
fun uniform(name: String, value: Array<Vector4>): Unit
fun upload(): Unit
class VertexBufferGL3 : VertexBuffer
class VertexBufferShadowGL3 : VertexBufferShadow
class VertexShaderGL3
fun array(item: VertexElement): String
fun checkGLErrors(errorFunction: (Int) -> String? = null): Unit
fun checkProgramInfoLog(object: Int, sourceFile: String): Unit
fun debugGLErrors(errorFunction: (Int) -> String? = null): Unit
fun fragmentConstants(instance: String = "v_instance", element: String = "0", screenPosition: String = "gl_FragCoord.xy / u_contentScale", contourPosition: String = "0", boundsPosition: String = "vec3(0.0)", boundsSize: String = "vec3(0.0)"): String
fun internalFormat(format: ColorFormat, type: ColorType): Int
fun structureFromShadeTyle(shadeStyle: ShadeStyle?, vertexFormats: List<VertexFormat>, instanceAttributeFormats: List<VertexFormat>): ShadeStructure
fun vertexConstants(instance: String = "gl_InstanceID", element: String = "0"): String
package org.openrndr.internal.gl3.dds
package org.openrndr.math
Module Contents
class CatmulRom1
class CatmullRom2
class CatmullRom3
class CatmullRomChain1
class CatmullRomChain2
class CatmullRomChain3
data class IntVector2 : Serializable
data class IntVector3 : Serializable
data class IntVector4 : Serializable
data class Matrix44 : Serializable
Module Contents
Matrix44(c0r0: Double = 0.0, c1r0: Double = 0.0, c2r0: Double = 0.0, c3r0: Double = 0.0, c0r1: Double = 0.0, c1r1: Double = 0.0, c2r1: Double = 0.0, c3r1: Double = 0.0, c0r2: Double = 0.0, c1r2: Double = 0.0, c2r2: Double = 0.0, c3r2: Double = 0.0, c0r3: Double = 0.0, c1r3: Double = 0.0, c2r3: Double = 0.0, c3r3: Double = 0.0)
val IDENTITY: Matrix44
val ZERO: Matrix44
val c0r0: Double
val c0r1: Double
val c0r2: Double
val c0r3: Double
val c1r0: Double
val c1r1: Double
val c1r2: Double
val c1r3: Double
val c2r0: Double
val c2r1: Double
val c2r2: Double
val c2r3: Double
val c3r0: Double
val c3r1: Double
val c3r2: Double
val c3r3: Double
val determinant: Double
fun fromColumnVectors(c0: Vector4, c1: Vector4, c2: Vector4, c3: Vector4): Matrix44
operator fun get(index: Int): Vector4
val inversed: Matrix44
operator fun minus(o: Matrix44): Matrix44
operator fun plus(o: Matrix44): Matrix44
operator fun times(v: Vector4): Vector4
operator fun times(v: Vector3): Vector3
operator fun times(s: Double): Matrix44
operator fun times(mat: Matrix44): Matrix44
fun toString(): String
val trace: Double
val transposed: Matrix44
data class Matrix55
Module Contents
Matrix55(c0r0: Double = 0.0, c1r0: Double = 0.0, c2r0: Double = 0.0, c3r0: Double = 0.0, c4r0: Double = 0.0, c0r1: Double = 0.0, c1r1: Double = 0.0, c2r1: Double = 0.0, c3r1: Double = 0.0, c4r1: Double = 0.0, c0r2: Double = 0.0, c1r2: Double = 0.0, c2r2: Double = 0.0, c3r2: Double = 0.0, c4r2: Double = 0.0, c0r3: Double = 0.0, c1r3: Double = 0.0, c2r3: Double = 0.0, c3r3: Double = 0.0, c4r3: Double = 0.0, c0r4: Double = 0.0, c1r4: Double = 0.0, c2r4: Double = 0.0, c3r4: Double = 0.0, c4r4: Double = 0.0)
val IDENTITY: Matrix55
val ZERO: Matrix55
val c0r0: Double
val c0r1: Double
val c0r2: Double
val c0r3: Double
val c0r4: Double
val c1r0: Double
val c1r1: Double
val c1r2: Double
val c1r3: Double
val c1r4: Double
val c2r0: Double
val c2r1: Double
val c2r2: Double
val c2r3: Double
val c2r4: Double
val c3r0: Double
val c3r1: Double
val c3r2: Double
val c3r3: Double
val c3r4: Double
val c4r0: Double
val c4r1: Double
val c4r2: Double
val c4r3: Double
val c4r4: Double
val floatArray: FloatArray
data class Quaternion : Serializable
Module Contents
Quaternion(x: Double, y: Double, z: Double, w: Double)
val IDENTITY: Quaternion
val ZERO: Quaternion
fun fromAngles(pitch: Double, roll: Double, yaw: Double): Quaternion
fun fromAnglesRadian(pitch: Double, roll: Double, yaw: Double): Quaternion
fun fromAxes(x: Vector3, y: Vector3, z: Vector3): Quaternion
fun fromLookAt(from: Vector3, to: Vector3, up: Vector3 = Vector3.UNIT_Y): Quaternion
fun fromMatrix(m: Matrix44): Quaternion
val inversed: Quaternion
val length: Double
val matrix: Matrix44
val negated: Quaternion
val norm: Double
val normalized: Quaternion
operator fun times(q: Quaternion): Quaternion
operator fun times(vec: Vector3): Vector3
val w: Double
val x: Double
val y: Double
val z: Double
data class Spherical
data class Vector2 : Serializable
data class Vector3 : Serializable
data class Vector4 : Serializable
fun bezier(x0: Double, c0: Double, x1: Double, t: Double): Double
fun bezier(x0: Vector2, c0: Vector2, x1: Vector2, t: Double): Vector2
fun bezier(x0: Vector3, c0: Vector3, x1: Vector3, t: Double): Vector3
fun bezier(x0: Double, c0: Double, c1: Double, x1: Double, t: Double): Double
fun bezier(x0: Vector2, c0: Vector2, c1: Vector2, x1: Vector2, t: Double): Vector2
fun bezier(x0: Vector3, c0: Vector3, c1: Vector3, x1: Vector3, t: Double): Vector3
fun clamp(value: Double, min: Double, max: Double): Double
fun derivative(x0: Double, c0: Double, x1: Double, t: Double): Double
fun derivative(x0: Vector2, c0: Vector2, x1: Vector2, t: Double): Vector2
fun derivative(p0: Vector2, p1: Vector2, p2: Vector2, p3: Vector2, t: Double): Vector2
fun dot(q1: Quaternion, q2: Quaternion): Double
kotlin.Double
kotlin.Int
fun linearstep(edge0: Double, edge1: Double, x: Double): Double
fun map(beforeLeft: Double, beforeRight: Double, afterLeft: Double, afterRight: Double, value: Double): Double
fun max(a: Vector2, b: Vector2): Vector2
fun max(a: Vector3, b: Vector3): Vector3
fun max(a: Vector4, b: Vector4): Vector4
fun min(a: Vector2, b: Vector2): Vector2
fun min(a: Vector3, b: Vector3): Vector3
fun min(a: Vector4, b: Vector4): Vector4
fun mix(left: Double, right: Double, x: Double): Double
fun mod(a: Double, b: Double): Double
fun mod(a: Int, b: Int): Int
fun mod(a: Float, b: Float): Float
fun mod(a: Long, b: Long): Long
fun normal(x0: Vector2, c0: Vector2, x1: Vector2, t: Double): Vector2
fun roots(p: List<Double>): List<Double>
fun saturate(x: Double): Double
fun slerp(q1: Quaternion, q2: Quaternion, x: Double): Quaternion
fun smootherstep(edge0: Double, edge1: Double, x: Double): Double
fun smoothstep(edge0: Double, edge1: Double, x: Double): Double
fun smoothstepIn(edge0: Double, edge1: Double, x: Double): Double
package org.openrndr.math.transforms
Module Contents
class TransformBuilder
fun frustum(left: Double, right: Double, bottom: Double, top: Double, zNear: Double, zFar: Double): Matrix44
fun lookAt(eye: Vector3, target: Vector3, up: Vector3 = Vector3.UNIT_Y): Matrix44
fun normalMatrix(view: Matrix44): Matrix44
fun ortho(xMag: Double, yMag: Double, zNear: Double, zFar: Double): Matrix44
fun ortho(left: Double, right: Double, bottom: Double, top: Double, zNear: Double, zFar: Double): Matrix44
fun perspective(fovY: Double, aspectRatio: Double, zNear: Double, zFar: Double): Matrix44
fun perspective(fovY: Double, aspectRatio: Double, zNear: Double): Matrix44
fun perspective(fovY: Double, aspectRatio: Double, zNear: Double, zFar: Double, xOffset: Double, yOffset: Double): Matrix44
fun perspectiveHorizontal(fovY: Double, aspectRatio: Double, zNear: Double, zFar: Double, xOffset: Double, yOffset: Double): Matrix44
fun project(point: Vector3, projection: Matrix44, view: Matrix44, width: Int, height: Int): Vector3
fun rotate(axis: Vector3, angle: Double): Matrix44
fun rotateX(angle: Double): Matrix44
fun rotateY(angle: Double): Matrix44
fun rotateZ(angle: Double): Matrix44
fun scale(scale: Vector3): Matrix44
fun scale(x: Double, y: Double, z: Double): Matrix44
fun transform(builder: TransformBuilder.() -> Unit): Matrix44
fun translate(translation: Vector3): Matrix44
fun translate(x: Double, y: Double, z: Double): Matrix44
fun unproject(point: Vector3, projection: Matrix44, view: Matrix44, width: Int, height: Int): Vector3
package org.openrndr.platform
package org.openrndr.shadestyle
package org.openrndr.shape
Module Contents
class Circle
class Color : CompositionColor
class Composition
sealed class CompositionColor
class CompositionDrawer
Module Contents
CompositionDrawer()
fun circle(position: Vector2, radius: Double): Unit
fun circle(circle: Circle): Unit
fun circles(circles: List<Circle>): Unit
fun circles(positions: List<Vector2>, radius: Double): Unit
fun circles(positions: List<Vector2>, radii: List<Double>): Unit
val composition: Composition
fun contour(contour: ShapeContour): Unit
fun contours(contours: List<ShapeContour>): Unit
var fill: ColorRGBa?
fun lineLoop(points: List<Vector2>): Unit
fun lineSegment(start: Vector2, end: Vector2): Unit
fun lineSegment(lineSegment: LineSegment): Unit
fun lineSegments(lineSegments: List<LineSegment>): Unit
fun lineStrip(points: List<Vector2>): Unit
var model: Matrix44
fun popModel(): Unit
fun pushModel(): Unit
fun rectangle(rectangle: Rectangle): Unit
fun rectangle(x: Double, y: Double, width: Double, height: Double): Unit
fun rectangles(rectangles: List<Rectangle>): Unit
fun rectangles(positions: List<Vector2>, width: Double, height: Double): Unit
fun rectangles(positions: List<Vector2>, dimensions: List<Vector2>): Unit
val root: GroupNode
fun rotate(rotationInDegrees: Double): Unit
fun scale(s: Double): Unit
fun scale(x: Double, y: Double): Unit
fun shape(shape: Shape): Unit
fun shapes(shapes: List<Shape>): Unit
var stroke: ColorRGBa?
var strokeWeight: Double
fun text(text: String, position: Vector2): Unit
fun textOnContour(text: String, path: ShapeContour): Unit
fun texts(text: List<String>, positions: List<Vector2>): Unit
fun translate(x: Double, y: Double): Unit
fun translate(t: Vector2): Unit
sealed class CompositionNode
sealed class CompositionStrokeWeight
class Compound
class CompoundBuilder
class ContourBuilder
Module Contents
ContourBuilder()
var anchor: Vector2
fun arcTo(crx: Double, cry: Double, angle: Double, largeArcFlag: Boolean, sweepFlag: Boolean, tx: Double, ty: Double): Unit
fun close(): Unit
fun continueTo(end: Vector2, tangentScale: Double = 1.0): Unit
fun continueTo(control: Vector2, end: Vector2, tangentScale: Double = 1.0): Unit
var cursor: Vector2
fun curveTo(control: Vector2, position: Vector2): Unit
fun curveTo(control0: Vector2, control1: Vector2, position: Vector2): Unit
fun lineTo(position: Vector2): Unit
fun moveOrLineTo(position: Vector2): Unit
fun moveTo(position: Vector2): Unit
fun reverse(): Unit
val segments: MutableList<Segment>
class ContourProjection
open class GroupNode : CompositionNode
class GroupNodeStop : GroupNode
class IndexedTriangulation
object InheritColor : CompositionColor
object InheritStrokeWeight : CompositionStrokeWeight
class IntRectangle
data class LineSegment
data class Rectangle
Module Contents
Rectangle(x: Double, y: Double, width: Double, height: Double)
Rectangle(corner: Vector2, width: Double, height: Double)
val area: Double
val center: Vector2
operator fun contains(point: Vector2): Boolean
val contour: ShapeContour
val corner: Vector2
fun fromCenter(center: Vector2, width: Double, height: Double): Rectangle
val height: Double
fun heightScaledTo(fitHeight: Double): Rectangle
fun moved(offset: Vector2): Rectangle
fun offsetEdges(offset: Double, offsetY: Double = offset): Rectangle
fun position(u: Double, v: Double): Vector2
fun scaled(scale: Double, scaleY: Double = scale): Rectangle
val shape: Shape
val width: Double
fun widthScaledTo(fitWidth: Double): Rectangle
val x: Double
val y: Double
class Segment
Module Contents
Segment(start: Vector2, end: Vector2)
Segment(start: Vector2, c0: Vector2, end: Vector2)
Segment(start: Vector2, c0: Vector2, c1: Vector2, end: Vector2)
Segment(start: Vector2, control: Array<Vector2>, end: Vector2)
val bounds: Rectangle
val clockwise: Boolean
val control: Array<Vector2>
fun copy(start: Vector2 = this.start, control: Array<Vector2> = this.control, end: Vector2 = this.end): Segment
val cubic: Segment
fun derivative(t: Double): Vector2
fun direction(): Vector2
fun direction(t: Double): Vector2
val end: Vector2
fun extrema(): List<Double>
fun extremaPoints(): List<Vector2>
val length: Double
val linear: Boolean
fun lut(size: Int = 100): List<Vector2>
fun normal(ut: Double): Vector2
fun offset(distance: Double): List<Segment>
fun on(point: Vector2, error: Double = 5.0): Double?
fun position(ut: Double): Vector2
fun project(point: Vector2): SegmentProjection
val reduced: List<Segment>
val reverse: Segment
fun sampleAdaptive(distanceTolerance: Double = 0.5): List<Vector2>
fun sampleAdaptiveNormals(distanceTolerance: Double = 0.5): Pair<List<Vector2>, List<Vector2>>
fun scale(scale: Double): Segment
fun scale(scale: (Double) -> Double): Segment
val simple: Boolean
fun split(t: Double): Array<Segment>
val start: Vector2
fun sub(t0: Double, t1: Double): Segment
fun toString(): String
fun transform(transform: Matrix44): Segment
enum class SegmentJoin
class SegmentProjection
class Shape
class ShapeBuilder
data class ShapeContour
class ShapeNode : CompositionNode
class StrokeWeight : CompositionStrokeWeight
class TextNode : CompositionNode
enum class Winding
fun compound(f: CompoundBuilder.() -> List<Shape>): List<Shape>
fun contour(f: ContourBuilder.() -> Unit): ShapeContour
fun difference(from: ShapeContour, subtract: ShapeContour): List<Shape>
fun difference(from: Shape, subtract: ShapeContour): List<Shape>
fun difference(from: Shape, subtract: Shape): List<Shape>
fun difference(from: List<Shape>, subtract: ShapeContour): List<Shape>
fun difference(from: List<Shape>, subtract: Shape): List<Shape>
fun difference(from: List<Shape>, subtract: List<Shape>): List<Shape>
@JvmName("differenceIterative") fun difference(from: List<Shape>, subtract: List<List<Shape>>): List<Shape>
fun CompositionNode.filter(filter: (CompositionNode) -> Boolean): CompositionNode?
fun intersection(a: LineSegment, b: LineSegment, eps: Double = 0.01): Vector2
fun intersection(a0: Vector2, a1: Vector2, b0: Vector2, b1: Vector2, eps: Double = 0.01): Vector2
fun intersection(from: ShapeContour, with: ShapeContour): List<Shape>
fun intersection(from: Shape, with: ShapeContour): List<Shape>
fun intersection(from: ShapeContour, with: Shape): List<Shape>
fun intersection(from: Shape, with: Shape): List<Shape>
fun intersection(from: List<Shape>, with: ShapeContour): List<Shape>
fun intersection(from: List<Shape>, with: Shape): List<Shape>
fun intersection(from: List<Shape>, with: List<Shape>): List<Shape>
@JvmName("intersectionIterative") fun intersection(from: List<Shape>, with: List<List<Shape>>): List<Shape>
fun intersects(a: Rectangle, b: Rectangle): Boolean
kotlin.collections.List
fun CompositionNode.map(mapper: (CompositionNode) -> CompositionNode): CompositionNode
fun rectangleBounds(rectangles: List<Rectangle>): Rectangle
fun sampleEquidistant(pieces: List<Vector2>, count: Int): List<Vector2>
fun shape(f: ShapeBuilder.() -> Unit): Shape
fun split(shape: Shape, line: LineSegment): Pair<List<Shape>, List<Shape>>
fun triangulate(shape: Shape, distanceTolerance: Double = 0.5): List<Vector2>
fun triangulateIndexed(shape: Shape, distanceTolerance: Double = 0.5): IndexedTriangulation
fun union(from: ShapeContour, add: ShapeContour): List<Shape>
fun union(from: Shape, add: ShapeContour): List<Shape>
fun union(from: Shape, add: Shape): List<Shape>
fun union(from: List<Shape>, add: ShapeContour): List<Shape>
fun union(from: List<Shape>, add: Shape): List<Shape>
fun union(from: List<Shape>, add: List<Shape>): List<Shape>
@JvmName("unionIterative") fun union(from: List<Shape>, add: List<List<Shape>>): List<Shape>
fun vector2Bounds(points: List<Vector2>): Rectangle
package org.openrndr.svg
package org.openrndr.text